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const GLchar *blurFragment = | |
"uniform sampler2D inputImageTexture;\n\ | |
uniform highp float texelWidthOffset;\n\ | |
uniform highp float texelHeightOffset;\n\ | |
\n\ | |
varying highp vec2 blurCoordinates[15];\n\ | |
varying vec4 v_fragmentColor;\n\ | |
\n\ | |
void main()\n\ | |
{\n\ | |
lowp vec4 sum = vec4(0.0);\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0]) * 0.040892;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[1]) * 0.080769;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[2]) * 0.080769;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[3]) * 0.076840;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[4]) * 0.076840;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[5]) * 0.070242;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[6]) * 0.070242;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[7]) * 0.061699;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[8]) * 0.061699;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[9]) * 0.052076;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[10]) * 0.052076;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[11]) * 0.042234;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[12]) * 0.042234;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[13]) * 0.032912;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[14]) * 0.032912;\n\ | |
highp vec2 singleStepOffset = vec2(texelWidthOffset, texelHeightOffset);\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0] + singleStepOffset * 15.461327) * 0.024645;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0] - singleStepOffset * 15.461327) * 0.024645;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0] + singleStepOffset * 17.456362) * 0.017732;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0] - singleStepOffset * 17.456362) * 0.017732;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0] + singleStepOffset * 19.451405) * 0.012260;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0] - singleStepOffset * 19.451405) * 0.012260;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0] + singleStepOffset * 21.446457) * 0.008144;\n\ | |
sum += texture2D(inputImageTexture, blurCoordinates[0] - singleStepOffset * 21.446457) * 0.008144;\n\ | |
gl_FragColor = sum;\n\ | |
}\n\ | |
"; | |
const GLchar *blurVertex = | |
"attribute vec4 position;\n\ | |
attribute vec a_color;\n\ | |
attribute vec4 inputTextureCoordinate;\n\ | |
\n\ | |
uniform float texelWidthOffset;\n\ | |
uniform float texelHeightOffset;\n\ | |
\n\ | |
varying vec2 blurCoordinates[15];\n\ | |
\n\ | |
void main()\n\ | |
{\n\ | |
gl_Position = position;\n\ | |
\n\ | |
vec2 singleStepOffset = vec2(texelWidthOffset, texelHeightOffset);\n\ | |
blurCoordinates[0] = inputTextureCoordinate.xy;\n\ | |
blurCoordinates[1] = inputTextureCoordinate.xy + singleStepOffset * 1.496250;\n\ | |
blurCoordinates[2] = inputTextureCoordinate.xy - singleStepOffset * 1.496250;\n\ | |
blurCoordinates[3] = inputTextureCoordinate.xy + singleStepOffset * 3.491251;\n\ | |
blurCoordinates[4] = inputTextureCoordinate.xy - singleStepOffset * 3.491251;\n\ | |
blurCoordinates[5] = inputTextureCoordinate.xy + singleStepOffset * 5.486253;\n\ | |
blurCoordinates[6] = inputTextureCoordinate.xy - singleStepOffset * 5.486253;\n\ | |
blurCoordinates[7] = inputTextureCoordinate.xy + singleStepOffset * 7.481259;\n\ | |
blurCoordinates[8] = inputTextureCoordinate.xy - singleStepOffset * 7.481259;\n\ | |
blurCoordinates[9] = inputTextureCoordinate.xy + singleStepOffset * 9.476268;\n\ | |
blurCoordinates[10] = inputTextureCoordinate.xy - singleStepOffset * 9.476268;\n\ | |
blurCoordinates[11] = inputTextureCoordinate.xy + singleStepOffset * 11.471281;\n\ | |
blurCoordinates[12] = inputTextureCoordinate.xy - singleStepOffset * 11.471281;\n\ | |
blurCoordinates[13] = inputTextureCoordinate.xy + singleStepOffset * 13.466302;\n\ | |
blurCoordinates[14] = inputTextureCoordinate.xy - singleStepOffset * 13.466302;\n\ | |
v_fragmentColor = a_color;\n\ | |
}\n"; | |
@implementation GameView | |
@synthesize wordcounterTexture, wordlists, touchBeginTile, highscores, score=score; | |
#pragma mark Setup | |
- (id)init | |
{ | |
if ((self = [super init])) | |
{ | |
CCGLProgram *shaderProgram = [[CCGLProgram alloc] initWithVertexShaderByteArray:blurVertex fragmentShaderByteArray:blurFragment]; | |
[shaderProgram addAttribute:@"position" index:kCCVertexAttrib_Position]; | |
[shaderProgram addAttribute:@"color" index:kCCVertexAttrib_Color]; | |
[shaderProgram addAttribute:@"inputTextureCoordinate" index:kCCVertexAttrib_TexCoords]; | |
[shaderProgram link]; | |
[shaderProgram updateUniforms]; | |
[[CCShaderCache sharedShaderCache] addProgram:shaderProgram forKey:@"BlurShader"]; | |
self.shaderProgram = shaderProgram; |
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