From: divverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Date: Sat, 10 Jan 2009 19:46:57 +0000 (+0000)
Subject: rotate the blur pentagram by 180 degrees :P
X-Git-Tag: xonotic-v0.1.0preview~1949
X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=d7174df70530cb49c5053c1cb19da6e027b8ea41;p=xonotic%2Fdarkplaces.git

rotate the blur pentagram by 180 degrees :P


git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8643 d7cf8633-e32d-0410-b094-e92efae38249
---

diff --git a/gl_rmain.c b/gl_rmain.c
index b48508a3..b229b4b4 100644
--- a/gl_rmain.c
+++ b/gl_rmain.c
@@ -497,11 +497,11 @@ static const char *builtinshaderstring =
 "#ifdef USEPOSTPROCESSING\n"
 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
-"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.987688,  0.156434)) * UserVec1.y;\n"
-"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.156434,  0.891007)) * UserVec1.y;\n"
-"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.891007,  0.453990)) * UserVec1.y;\n"
-"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.707107, -0.707107)) * UserVec1.y;\n"
-"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.453990, -0.891007)) * UserVec1.y;\n"
+"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
+"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
+"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
+"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
+"	gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
 "	gl_FragColor /= (1 + 5 * UserVec1.y);\n"
 "#endif\n"
 "\n"