Im getting this error:
Failed to compile fragment shader:
Sytax error: 'texture' parse error
texture framebuffer
float offset
effect
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 c0 = framebuffer(_in);
vec4 c1 = framebuffer(_in - offy);
vec4 c2 = framebuffer(_in + offy);
vec4 c3 = framebuffer(_in - offx);
vec4 c4 = framebuffer(_in + offx);
_out = c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2;
}
This worked fine in 1.6 ???
Thank you
This one works, as an example!
uniform sampler2D texture;
uniform float blur_radius;
void main()
{
vec2 offx = vec2(blur_radius, 0.0);
vec2 offy = vec2(0.0, blur_radius);
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
gl_FragColor = gl_Color * (pixel / 16.0);
}
Thank you once again.