shader "glow" { vertex_shader " uniform vec2 offset; varying vec2 texcoords[7]; void main() { gl_Position=ftransform(); for(int i=0; i<7; ++i) texcoords[i]=gl_MultiTexCoord0.xy+offset*(float(i)-3.0); } "; fragment_shader " uniform sampler2D texture1; uniform sampler2D texture2; varying vec2 texcoords[7]; void main() { gl_FragColor= (texture2D(texture1, texcoords[0])*0.13 +texture2D(texture2, texcoords[1])*0.14 +texture2D(texture1, texcoords[2])*0.15 +texture2D(texture2, texcoords[3])*0.16 +texture2D(texture1, texcoords[4])*0.15 +texture2D(texture2, texcoords[5])*0.14 +texture2D(texture1, texcoords[6])*0.13)*1.1; } "; };