-const char* BLUR_TWO_PASS_FRAGMENT_SOURCE =
-{
- "precision highp float;\n"
- "uniform vec2 uSampleOffsets[NUM_SAMPLES];\n"
- "uniform float uSampleWeights[NUM_SAMPLES];\n"
- "void main()\n"
- "{\n"
- " vec4 color = vec4(0.0);\n"
- "# ifdef DEBUG_RENDER\n"
- " if( vTexCoord.s < 0.495 )\n"
- " {\n"
- "# endif //def DEBUG_RENDER\n"
- " for( int i = 0; i < NUM_SAMPLES; ++i )\n"
- " {\n"
- " color += texture2D( sTexture, vTexCoord + uSampleOffsets[i] ) * uSampleWeights[i];\n"
- " }\n"
- "# ifdef DEBUG_RENDER\n"
- " }\n"
- " else if( vTexCoord.s > 0.505 )\n"
- " {\n"
- " color = texture2D( sTexture, vTexCoord );\n"
- " }\n"
- " else\n"
- " {\n"
- " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
- " }\n"
- "# endif //def DEBUG_RENDER\n"
- " gl_FragColor = color;\n"
- "}\n"
-};
-
-std::string GetOffsetUniformName( int index )