gtk2/gsk/resources/glsl/blur.fs.glsl

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uniform float u_blur_radius;
uniform vec2 u_blur_size;
uniform vec2 u_blur_dir;
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const float PI = 3.14159265;
const float RADIUS_MULTIPLIER = 3.0;
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// blur_radius 0 is NOT supported and MUST be caught before.
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// Partially from http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
void main() {
float sigma = u_blur_radius; // *shrug*
float blur_radius = u_blur_radius * RADIUS_MULTIPLIER;
vec3 incrementalGaussian;
incrementalGaussian.x = 1.0 / (sqrt(2.0 * PI) * sigma);
incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
vec2 pixel_step = vec2(1.0) / u_blur_size;
float coefficientSum = 0;
vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x;
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
int pixels_per_side = int(floor(blur_radius / 2.0));
for (int i = 1; i <= pixels_per_side; i++) {
vec2 p = i * pixel_step * u_blur_dir;
sum += Texture(u_source, vUv - p) * incrementalGaussian.x;
sum += Texture(u_source, vUv + p) * incrementalGaussian.x;
coefficientSum += 2.0 * incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
}
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setOutputColor(sum / coefficientSum);
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}