WIP, trying to get blur to work with mipmaps
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@@ -2,6 +2,7 @@
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#extension GL_EXT_gpu_shader4 : enable
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layout (binding = 0) uniform sampler2D Texture;
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uniform int Lod;
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in VertexData{
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vec2 TextureCoordinate;
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@@ -10,12 +11,14 @@ in VertexData{
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out vec4 fragmentColor;
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uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
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vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
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vec3 result = center * weight[0];
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for(int i = 1; i < 5; ++i) {
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vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
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vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
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@@ -2,6 +2,7 @@
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#extension GL_EXT_gpu_shader4 : enable
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layout (binding = 0) uniform sampler2D Texture;
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uniform int Lod;
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in VertexData{
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vec2 TextureCoordinate;
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@@ -10,12 +11,14 @@ in VertexData{
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out vec4 fragmentColor;
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uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
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vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
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vec3 result = center * weight[0];
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for(int i = 1; i < 5; ++i) {
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vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
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vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
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