WIP, trying to get blur to work with mipmaps

This commit is contained in:
Tleety
2016-03-10 12:18:06 +01:00
parent 592edf7dba
commit a2244e87ad
7 changed files with 106 additions and 53 deletions
+4 -1
View File
@@ -2,6 +2,7 @@
#extension GL_EXT_gpu_shader4 : enable
layout (binding = 0) uniform sampler2D Texture;
uniform int Lod;
in VertexData{
vec2 TextureCoordinate;
@@ -10,12 +11,14 @@ in VertexData{
out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
vec3 result = center * weight[0];
for(int i = 1; i < 5; ++i) {
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
+4 -1
View File
@@ -2,6 +2,7 @@
#extension GL_EXT_gpu_shader4 : enable
layout (binding = 0) uniform sampler2D Texture;
uniform int Lod;
in VertexData{
vec2 TextureCoordinate;
@@ -10,12 +11,14 @@ in VertexData{
out vec4 fragmentColor;
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
void main()
{
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
vec3 result = center * weight[0];
for(int i = 1; i < 5; ++i) {
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));