layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; layout(push_constant, binding = 1) uniform PushConstants { int horizontal; }; layout (binding = 0) uniform sampler2D image; const float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); void main() { vec2 tex_offset = 1.0 / textureSize(image, 0); // gets size of single texel vec3 result = texture(image, inUV).rgb * weight[0]; // current fragment's contribution if(horizontal == 1) { for(int i = 1; i < 5; ++i) { result += max(texture(image, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i], vec3(0.0)); result += max(texture(image, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i], vec3(0.0)); } } else { for(int i = 1; i < 5; ++i) { result += max(texture(image, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i], vec3(0.0)); result += max(texture(image, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i], vec3(0.0)); } } outColor = vec4(result, 1.0); }