123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566 |
- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 0) uniform sampler2D samplerColor0;
- layout (binding = 1) uniform sampler2D samplerColor1;
-
- layout (location = 0) in vec2 inUV;
-
- layout (location = 0) out vec4 outColor;
-
- layout (constant_id = 0) const int dir = 0;
-
- void main(void)
- {
- // From the OpenGL Super bible
- const float weights[] = float[](0.0024499299678342,
- 0.0043538453346397,
- 0.0073599963704157,
- 0.0118349786570722,
- 0.0181026699707781,
- 0.0263392293891488,
- 0.0364543006660986,
- 0.0479932050577658,
- 0.0601029809166942,
- 0.0715974486241365,
- 0.0811305381519717,
- 0.0874493212267511,
- 0.0896631113333857,
- 0.0874493212267511,
- 0.0811305381519717,
- 0.0715974486241365,
- 0.0601029809166942,
- 0.0479932050577658,
- 0.0364543006660986,
- 0.0263392293891488,
- 0.0181026699707781,
- 0.0118349786570722,
- 0.0073599963704157,
- 0.0043538453346397,
- 0.0024499299678342);
-
-
- const float blurScale = 0.003;
- const float blurStrength = 1.0;
-
- float ar = 1.0;
- // Aspect ratio for vertical blur pass
- if (dir == 1)
- {
- vec2 ts = textureSize(samplerColor1, 0);
- ar = ts.y / ts.x;
- }
-
- vec2 P = inUV.yx - vec2(0, (weights.length() >> 1) * ar * blurScale);
-
- vec4 color = vec4(0.0);
- for (int i = 0; i < weights.length(); i++)
- {
- vec2 dv = vec2(0.0, i * blurScale) * ar;
- color += texture(samplerColor1, P + dv) * weights[i] * blurStrength;
- }
-
- outColor = color;
- }
|