1 // Invert x & y
2 static const char *myShaderY =
3 	"#extension GL_ARB_texture_rectangle: enable\n"
4 	"uniform sampler2DRect myTexture;\n"
5     "uniform int kernelSize;\n"
6     "uniform int normalization;\n"
7 
8 	"void main(void) {\n"
9 	"  int nx = (int)gl_TexCoord[0].x;\n"
10 	"  int ny = (int)gl_TexCoord[0].y;\n"
11 	"  float t =  0;\n"
12     "  float mul;\n"
13     "  int x,y;\n"
14     "  for(y=-kernelSize;y<=kernelSize;y++)\n"
15     "  {\n"
16     "   for(x=-kernelSize;x<=kernelSize;x++)\n"
17     "   {\n"
18     "       if(0==x && 0==y){ mul=4;}\n"
19     "       else if(0==x) {mul=-1;}\n"
20     "       else if(0==y) {mul=-1;}\n"
21     "       else {mul=0;}\n"
22     "       t +=  mul*texture2DRect(myTexture, vec2(nx+x, ny+y)).r;\n"
23     "     }\n"
24     "  }\n"
25     "  t=t/normalization;\n"
26     "  t=t+texture2DRect(myTexture, vec2(nx, ny)).r;\n"
27     "  gl_FragColor = vec4(t, t, t, 1.0);\n"
28 	"}\n";
29 
30