#version 120 uniform sampler2D DiffuseSampler; varying vec2 texCoord; varying vec2 oneTexel; uniform vec2 InSize; uniform vec3 ConvergeX = vec3(-1.0, 0.0, 0.5); uniform vec3 ConvergeY = vec3( 0.0, -1.0, 0.5); uniform vec3 RadialConvergeX = vec3(1.0, 1.0, 1.0); uniform vec3 RadialConvergeY = vec3(1.0, 1.0, 1.0); void main() { vec3 CoordX = texCoord.x * RadialConvergeX; vec3 CoordY = texCoord.y * RadialConvergeY; CoordX += ConvergeX * oneTexel.x - (RadialConvergeX - 1.0) * 0.5; CoordY += ConvergeY * oneTexel.y - (RadialConvergeY - 1.0) * 0.5; float RedValue = texture2D(DiffuseSampler, vec2(CoordX.x, CoordY.x)).r; float GreenValue = texture2D(DiffuseSampler, vec2(CoordX.y, CoordY.y)).g; float BlueValue = texture2D(DiffuseSampler, vec2(CoordX.z, CoordY.z)).b; float AlphaValue = texture2D(DiffuseSampler, texCoord).a; gl_FragColor = vec4(RedValue, GreenValue, BlueValue, 1.0); }