glsl-shaders/blurs/blur-gauss-v.glsl

110 lines
3.0 KiB
Plaintext
Raw Normal View History

// Implementation based on the article "Efficient Gaussian blur with linear sampling"
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
/* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be
found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define VW 1.00
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
// Paste vertex contents here:
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
// delete all 'params.' or 'registers.' or whatever in the fragment
void main()
{
vec2 texcoord = vTexCoord;
vec2 PIXEL_SIZE = SourceSize.zw;
float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
vec4 color = texture(Source, texcoord) * sampleWeights[0];
for(int i = 1; i < 5; ++i) {
color += texture(Source, texcoord + vec2(0.0, sampleOffsets[i]*VW * PIXEL_SIZE.y)) * sampleWeights[i];
color += texture(Source, texcoord - vec2(0.0, sampleOffsets[i]*VW * PIXEL_SIZE.y)) * sampleWeights[i];
}
FragColor = vec4(color);
}
#endif