39 lines
No EOL
1.1 KiB
GLSL
39 lines
No EOL
1.1 KiB
GLSL
layout (binding = 0) uniform sampler2D samplerColor;
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layout (binding = 1) uniform UBO
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{
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float blurScale;
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float blurStrength;
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int horizontal;
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} ubo;
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layout(location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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float weight[5];
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weight[0] = 0.227027;
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weight[1] = 0.1945946;
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weight[2] = 0.1216216;
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weight[3] = 0.054054;
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weight[4] = 0.016216;
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vec2 tex_offset = 1.0 / textureSize(samplerColor, 0) * ubo.blurScale; // gets size of single texel
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vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
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for(int i = 1; i < 5; ++i)
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{
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if (ubo.horizontal == 1)
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{
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result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
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}
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else
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{
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result += texture(samplerColor, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
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result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
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}
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}
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outFragColor = vec4(result, 1.0);
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} |