#include "blur.glsllib" | |
uniform sampler2D glowSampler; | |
void frag() | |
{ | |
vec4 src = texture2D_0(TexCoord); | |
float trailfade = 1.0 - fadeAmount; | |
vec4 outCol = GaussianBlur3TapPremultiplied(glowSampler) * trailfade; | |
// Change the color so that it looks different; saturate it a bit | |
float srcSum = dot(vec3(1.0), src.rgb); | |
src.rgb = src.rgb * 0.7 + vec3(srcSum) * 0.3; | |
gl_FragColor.rgb = (1.0 - src.a) * outCol.rgb + src.rgb; | |
gl_FragColor.a = src.a + outCol.a; | |
} |