gtk2/gsk/resources/glsl/blur.fs.glsl
Timm Bäder 5c7838e168 gl renderer: Rework program creation
Make sure all uniform names have to match between the shader names and
the _location integers we save in every Program struct.
2017-12-21 19:12:31 +01:00

43 lines
1.1 KiB
GLSL

uniform float u_blur_radius = 4.0;
uniform vec2 u_blur_size;
const int samples_x = 15; // must be odd
const int samples_y = 15; // must be odd
const int half_samples_x = samples_x / 2;
const int half_samples_y = samples_y / 2;
float Gaussian (float sigma, float x)
{
return exp ( - (x * x) / (2.0 * sigma * sigma));
}
vec4 blur_pixel (in vec2 uv)
{
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);
for (int y = 0; y < samples_y; ++y)
{
float fy = Gaussian (u_blur_radius, float(y) - float(half_samples_x));
float offset_y = float(y - half_samples_y) * pixel_size_y;
for (int x = 0; x < samples_x; ++x)
{
float fx = Gaussian (u_blur_radius, float(x) - float(half_samples_x));
float offset_x = float(x - half_samples_x) * pixel_size_x;
total += fx * fy;
ret += Texture(u_source, uv + vec2(offset_x, offset_y)) * fx * fy;
}
}
return ret / total;
}
void main()
{
/*color = clip (inPos, blur_pixel (inTexCoord));*/
setOutputColor(blur_pixel(vUv));
}