Шейдеры (создать текстовики, вставить, переименовать вместе с расширением, нужны оба):
/*
   AA shader v2.o + Natural Vision
   
   Copyright (C) 2006 guest(r) - guest.r@gmail.com
   part of code by ShadX
   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.
   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.
   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/
uniform sampler2D OGL2Texture;
const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212, 
                           0.587,-0.275,-0.523, 
                           0.114,-0.321, 0.311);
const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
                           0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
                           0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);
const vec3 val00 = vec3( 1.2, 1.2, 1.2);
void main()
{
    vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz; 
    vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz; 
    vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz; 
    vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz; 
    vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz; 
    vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz; 
    vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz; 
    vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz; 
    vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz; 
    vec3 dt = vec3(1.0,1.0,1.0); 
    float d1=dot(abs(c00-c22),dt)+0.0001;
    float d2=dot(abs(c20-c02),dt)+0.0001;
    float hl=dot(abs(c01-c21),dt)+0.0001;
    float vl=dot(abs(c10-c12),dt)+0.0001;
    float md = d1+d2;   float mc = hl+vl;
    hl*=  md;vl*= md;   d1*=  mc;d2*= mc;
    
        float ww = d1+d2+hl+vl;
    c00 = RGBtoYIQ*((hl*(c10+c12)+vl*(c01+c21)+d1*(c20+c02)+d2*(c00+c22)+ww*c11)/(3.0*ww));    
    
    c00 = vec3(pow(c00.x,val00.x),c00.yz*val00.yz);    
    gl_FragColor.xyz= YIQtoRGB*c00;
}
/*
   Copyright (C) 2005 guest(r) - guest.r@gmail.com
   This program is free software; you can redistribute it and/or
   modify it under the terms of the GNU General Public License
   as published by the Free Software Foundation; either version 2
   of the License, or (at your option) any later version.
   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.
   You should have received a copy of the GNU General Public License
   along with this program; if not, write to the Free Software
   Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/
uniform vec4 OGL2Param;
uniform vec4 OGL2Size;
void main()
{
float x = (OGL2Size.x/2048.0)*OGL2Param.x;
float y = (OGL2Size.y/1024.0)*OGL2Param.y;
vec2 dg1 = vec2( x,y);
vec2 dg2 = vec2(-x,y);
vec2 dx  = vec2(x,0.0);
vec2 dy  = vec2(0.0,y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy + dy;
gl_TexCoord[3].xy = gl_TexCoord[0].xy - dx;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dx;
gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dg2;
}