#extension GL_ARB_texture_rectangle : enable uniform sampler2DRect osgOcean_GaussianTexture; void main( void ) { vec2 texCoordSample = vec2( 0.0 ); vec4 color = 0.5 * texture2DRect( osgOcean_GaussianTexture, gl_TexCoord[0].st ); texCoordSample.x = gl_TexCoord[0].x; texCoordSample.y = gl_TexCoord[0].y + 1.0; color += 0.25 * texture2DRect( osgOcean_GaussianTexture, texCoordSample); texCoordSample.y = gl_TexCoord[0].y - 1.0; color += 0.25 * texture2DRect( osgOcean_GaussianTexture, texCoordSample); gl_FragColor = color; }