forked from AuroraMiddleware/gtk
7bb5b8df0b
This is a very direct implementation of a Gaussian blur, without any optimizations.
51 lines
1.3 KiB
GLSL
51 lines
1.3 KiB
GLSL
#version 420 core
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#include "clip.frag.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in flat vec2 inSize;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 3) in float inRadius;
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layout(set = 0, binding = 0) uniform sampler2D inTexture;
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layout(location = 0) out vec4 color;
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const int samples_x = 15; // must be odd
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const int samples_y = 15; // must be odd
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const int half_samples_x = samples_x / 2;
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const int half_samples_y = samples_y / 2;
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float Gaussian (float sigma, float x)
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{
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return exp ( - (x * x) / (2.0 * sigma * sigma));
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}
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vec4 blur_pixel (in vec2 uv)
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{
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float total = 0.0;
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vec4 ret = vec4 (0);
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float pixel_size_x = (1.0 / inSize.x);
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float pixel_size_y = (1.0 / inSize.y);
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for (int y = 0; y < samples_y; ++y)
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{
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float fy = Gaussian (inRadius, float(y) - float(half_samples_x));
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float offset_y = float(y - half_samples_y) * pixel_size_y;
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for (int x = 0; x < samples_x; ++x)
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{
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float fx = Gaussian (inRadius, float(x) - float(half_samples_x));
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float offset_x = float(x - half_samples_x) * pixel_size_x;
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total += fx * fy;
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ret += texture(inTexture, uv + vec2(offset_x, offset_y)) * fx * fy;
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}
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}
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return ret / total;
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}
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void main()
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{
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color = clip (inPos, blur_pixel (inTexCoord));
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}
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