-const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
-
-const char* const SPREAD_FRAGMENT_SOURCE =
-{
- "precision highp float;\n"
- "uniform float uSpread;\n"
- "uniform vec2 uTexScale;\n"
- "void main()\n"
- "{\n"
- " vec4 color = texture2D( sTexture, vTexCoord);\n"
- "# ifdef DEBUG_RENDER\n"
- " if( vTexCoord.s < 0.495 )\n"
- " {\n"
- "# endif //def DEBUG_RENDER\n"
- " int spread = int(uSpread);\n"
- " for( int i = 1; i <= spread; ++i )\n"
- " {\n"
- " vec2 offset = uTexScale * float(i);\n"
- " color = max( texture2D( sTexture, vTexCoord + offset), color );\n"
- " color = max( texture2D( sTexture, vTexCoord - offset), color );\n"
- " }\n"
- "# ifdef DEBUG_RENDER\n"
- " }\n"
- " else if( vTexCoord.s <= 0.505 )\n"
- " {\n"
- " color = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
- " }\n"
- "# endif //def DEBUG_RENDER\n"
- " gl_FragColor = color;\n"
- "}\n"
-};