#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { // Single pass gauss blur const vec2 texOffset = vec2(0.01, 0.01); vec2 tc0 = inUV + vec2(-texOffset.s, -texOffset.t); vec2 tc1 = inUV + vec2( 0.0, -texOffset.t); vec2 tc2 = inUV + vec2(+texOffset.s, -texOffset.t); vec2 tc3 = inUV + vec2(-texOffset.s, 0.0); vec2 tc4 = inUV + vec2( 0.0, 0.0); vec2 tc5 = inUV + vec2(+texOffset.s, 0.0); vec2 tc6 = inUV + vec2(-texOffset.s, +texOffset.t); vec2 tc7 = inUV + vec2( 0.0, +texOffset.t); vec2 tc8 = inUV + vec2(+texOffset.s, +texOffset.t); vec4 col0 = texture(samplerColor, tc0); vec4 col1 = texture(samplerColor, tc1); vec4 col2 = texture(samplerColor, tc2); vec4 col3 = texture(samplerColor, tc3); vec4 col4 = texture(samplerColor, tc4); vec4 col5 = texture(samplerColor, tc5); vec4 col6 = texture(samplerColor, tc6); vec4 col7 = texture(samplerColor, tc7); vec4 col8 = texture(samplerColor, tc8); vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 + 2.0 * col3 + 4.0 * col4 + 2.0 * col5 + 1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0; outFragColor = vec4(sum.rgb, 1.0); }