I am trying to make my 3D object have blurry edges using GLSL vertices and fragment shaders. I realized that for this you need to use Gaussian blur.
Currently, it is only a TGA texture with translucent padding using blendFunc blendand rgbGen identity. This texture is also not affected by light ( surfaceparm nolightmap). And, yes, this is the Quake 3 BSP @Irrlicht engine. :)
Here is an image of how I am trying to do this ( in fact, this is not light, but just a brush imitating light rays ):
I tried applying numerous shaders, but none of them work. Any ideas on where I can find something like this implemented? Or maybe there is another way to do this?
P.S. , ?