procedural-3d-engine/shaders/glsl/bloom/gaussblur.frag

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 0) uniform UBO
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{
float blurScale;
float blurStrength;
} ubo;
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layout (constant_id = 0) const int blurdirection = 0;
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layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
float weight[5];
weight[0] = 0.227027;
weight[1] = 0.1945946;
weight[2] = 0.1216216;
weight[3] = 0.054054;
weight[4] = 0.016216;
vec2 tex_offset = 1.0 / textureSize(samplerColor, 0) * ubo.blurScale; // gets size of single texel
vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
for(int i = 1; i < 5; ++i)
{
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if (blurdirection == 1)
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{
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// H
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result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
result += texture(samplerColor, inUV - vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
}
else
{
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// V
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result += texture(samplerColor, inUV + vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
}
}
outFragColor = vec4(result, 1.0);
}