procedural-3d-engine/data/shaders/bloom/gaussblur.frag
2016-02-16 15:07:25 +01:00

47 lines
No EOL
1.3 KiB
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform UBO
{
int texWidth;
int texHeight;
float blurScale;
float blurStrength;
int horizontal;
} ubo;
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)
{
if (ubo.horizontal == 1)
{
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
{
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);
}