36 lines
1.2 KiB
GLSL
36 lines
1.2 KiB
GLSL
#version 430
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#extension GL_EXT_gpu_shader4 : enable
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uniform int MipMapLevel;
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uniform bool Horizontal;
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uniform vec2 ScreenSize[5];
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layout (binding = 0) uniform sampler2D Texture;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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uniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
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uniform float weight[5] = float[]( 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 );
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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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vec3 result = textureLod(Texture, vec2(gl_FragCoord)/ScreenSize[0], MipMapLevel ).rgb * weight[0];
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if(Horizontal) {
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for( int i = 1; i<3; i++) {
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result += textureLod( Texture, Input.TextureCoordinate + vec2(offset[i], 0.0), MipMapLevel ).rgb * weight[i];
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result += textureLod( Texture, Input.TextureCoordinate - vec2(offset[i], 0.0), MipMapLevel ).rgb * weight[i];
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}
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} else {
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for( int i = 1; i<3; i++) {
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result += textureLod( Texture, Input.TextureCoordinate + vec2(0.0, offset[i]), MipMapLevel ).rgb * weight[i];
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result += textureLod( Texture, Input.TextureCoordinate - vec2(0.0, offset[i]), MipMapLevel ).rgb * weight[i];
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}
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}
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fragmentColor = vec4(result, 1.0);
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} |