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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerColor;
-
- layout (binding = 0) uniform UBO
- {
- float blurScale;
- float blurStrength;
- } ubo;
-
- layout (constant_id = 0) const int blurdirection = 0;
-
- layout (location = 0) in vec2 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- float weight[5];
- weight[0] = 0.227027;
- weight[1] = 0.1945946;
- weight[2] = 0.1216216;
- weight[3] = 0.054054;
- weight[4] = 0.016216;
-
- vec2 tex_offset = 1.0 / textureSize(samplerColor, 0) * ubo.blurScale; // gets size of single texel
- vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
- for(int i = 1; i < 5; ++i)
- {
- if (blurdirection == 1)
- {
- // H
- result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
- result += texture(samplerColor, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
- }
- else
- {
- // V
- result += texture(samplerColor, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
- result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
- }
- }
- outFragColor = vec4(result, 1.0);
- }
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