blob: c200985bebbf8ebb8f8d0d698c565394fa73abc6 [file] [log] [blame]
#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;
}