| Vendor | Intel | Renderer | Intel(R) HD Graphics Family | Driver version | 3.0.0 - Build 8.15.10.2509 | glsl compiler | 1.30 - Intel Build 8.15.10.2509 |
| max clipplanes | 6 | max texture image units | 16 | max texture size | 8192 | max 3d texture size | 2048 | max cubemap texture size | 8192 | MRT buffers | 8 | max indices | 1200 | max verices | 1200 | max vertext uniforms | 512 | max fragment uniforms | 1024 | max varyings floats | 41 | max vertex attribs | 16 | max vertex textures units | 16 | max viewport dims | 8192 |
| #version 130 precision highp float; #define VA_POSITION 0 #define VA_NORMAL 1 #define VA_TANGENT 2 #define VA_COLOR 3 #define VA_TEXCOORD0 4 #define VA_TEXCOORD1 5 #define VA_BONEID 6 #define VA_WEIGHT 7 #define VA_POINTSIZE 8 #define VA_NEXTPOSITION 9 #define VA_NEXTNORMAL 10 #define VA_NEXTTANGENT 11 #define VA_NEXTTEXCOORD 12 #extension GL_EXT_gpu_shader4 : enable uniform sampler2D diffuse; in vec2 fragmentuv; out vec4 color; uniform float focal_distance; uniform float focal_range; uniform float zFar; uniform float zNear; void main(void) { vec4 resultcolor = vec4(0); vec2 size = textureSize2D(diffuse,0); for(int i=-2;i<3;++i) { for(int j=-2;j<3;++j) { resultcolor += texture(diffuse,fragmentuv + (vec2(i,j) / size)); } } resultcolor /=12.5f; color = resultcolor; } |