62 lines
1.5 KiB
GLSL
62 lines
1.5 KiB
GLSL
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// Copyright 2020 Google LLC
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Texture2D textureColor0 : register(t0);
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SamplerState samplerColor0 : register(s0);
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Texture2D textureColor1 : register(t1);
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SamplerState samplerColor1 : register(s1);
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[[vk::constant_id(0)]] const int dir = 0;
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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// From the OpenGL Super bible
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const float weights[] = { 0.0024499299678342,
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0.0043538453346397,
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0.0073599963704157,
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0.0118349786570722,
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0.0181026699707781,
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0.0263392293891488,
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0.0364543006660986,
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0.0479932050577658,
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0.0601029809166942,
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0.0715974486241365,
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0.0811305381519717,
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0.0874493212267511,
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0.0896631113333857,
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0.0874493212267511,
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0.0811305381519717,
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0.0715974486241365,
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0.0601029809166942,
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0.0479932050577658,
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0.0364543006660986,
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0.0263392293891488,
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0.0181026699707781,
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0.0118349786570722,
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0.0073599963704157,
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0.0043538453346397,
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0.0024499299678342};
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const float blurScale = 0.003;
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const float blurStrength = 1.0;
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float ar = 1.0;
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// Aspect ratio for vertical blur pass
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if (dir == 1)
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{
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float2 ts;
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textureColor1.GetDimensions(ts.x, ts.y);
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ar = ts.y / ts.x;
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}
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float2 P = inUV.yx - float2(0, (25 >> 1) * ar * blurScale);
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < 25; i++)
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{
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float2 dv = float2(0.0, i * blurScale) * ar;
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color += textureColor1.Sample(samplerColor1, P + dv) * weights[i] * blurStrength;
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}
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return color;
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}
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