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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 (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);
- }
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