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

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uniform float u_blur_radius;// = 40.0;
uniform vec2 u_blur_size;// = vec2(393, 393);
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float Gaussian (float sigma, float x) {
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return exp ( - (x * x) / (2.0 * sigma * sigma));
}
vec4 blur_pixel (in vec2 uv) {
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float total = 0.0;
vec4 ret = vec4 (0);
float pixel_size_x = (1.0 / u_blur_size.x);
float pixel_size_y = (1.0 / u_blur_size.y);
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// XXX The magic value here is GAUSSIAN_SCALE_FACTOR from gskcairoblur.c
float radius = u_blur_radius * 2.30348;
int half_radius = max(int(radius / 2.0), 1);
for (int y = -half_radius; y < half_radius; y ++) {
float fy = Gaussian (radius / 2.0, float(y));
float offset_y = float(y) * pixel_size_y;
for (int x = -half_radius; x < half_radius; x ++) {
float fx = Gaussian (radius / 2.0, float(x));
float offset_x = float(x) * pixel_size_x;
vec4 c = Texture(u_source, uv + vec2(offset_x, offset_y));
total += fx * fy;
ret += c * fx * fy;
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}
}
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return ret / total;
}
void main() {
vec4 color = blur_pixel(vUv);
setOutputColor(color);
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}