Good looking blur, need some fixes, but framerates takes a huge hit.

This commit is contained in:
Tleety
2016-02-09 16:19:17 +01:00
parent a33cd42ca3
commit 64e7bb1e94
9 changed files with 220 additions and 24 deletions
+7 -3
View File
@@ -1,6 +1,7 @@
#version 430
#extension GL_EXT_gpu_shader4 : enable
uniform int MipMapLevel;
layout (binding = 0) uniform sampler2D Texture;
in VertexData{
@@ -14,11 +15,14 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
//vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
vec3 result = textureLod(Texture, Input.TextureCoordinate, MipMapLevel).rgb * weight[0];
for(int i = 1; i < 5; ++i) {
result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += textureLod(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i), MipMapLevel).rgb * weight[i];
result += textureLod(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i), MipMapLevel).rgb * weight[i];
//result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
//result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
fragmentColor = vec4(result, 1.0);
}