forked from AuroraMiddleware/gtk
7bb5b8df0b
This is a very direct implementation of a Gaussian blur, without any optimizations.
42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
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#version 420 core
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#include "clip.vert.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(location = 2) in float inRadius;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out flat vec2 outSize;
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layout(location = 2) out vec2 outTexCoord;
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layout(location = 3) out flat float outRadius;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0) };
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void main() {
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vec4 rect = clip (inRect);
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vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
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gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
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outPos = pos;
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outSize = inRect.zw;
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vec4 texrect = vec4((rect.xy - inRect.xy) / inRect.zw,
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rect.zw / inRect.zw);
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texrect = vec4(inTexRect.xy + inTexRect.zw * texrect.xy,
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inTexRect.zw * texrect.zw);
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outTexCoord = texrect.xy + texrect.zw * offsets[gl_VertexIndex];
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outRadius = inRadius;
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}
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