ES-DE/resources/shaders/glsl/blur_horizontal.glsl

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// SPDX-License-Identifier: MIT
//
// ES-DE
// blur_horizontal.glsl
//
// Horizontal gaussian blur.
//
// Vertex section of code:
#if defined(VERTEX)
uniform mat4 MVPMatrix;
in vec2 positionVertex;
in vec2 texCoordVertex;
out vec2 texCoord;
void main()
{
gl_Position = MVPMatrix * vec4(positionVertex, 0.0, 1.0);
texCoord = texCoordVertex;
}
// Fragment section of code:
#elif defined(FRAGMENT)
#ifdef GL_ES
precision highp float;
#endif
uniform uint shaderFlags;
uniform sampler2D textureSampler0;
uniform float blurStrength;
in vec2 texCoord;
out vec4 FragColor;
// shaderFlags:
// 0x00000001 - Premultiplied alpha (BGRA)
// 0x00000002 - Font texture
// 0x00000004 - Post processing
// 0x00000008 - Clipping
// 0x00000010 - Screen rotated 90 or 270 degrees
// 0x00000020 - Rounded corners
// 0x00000040 - Rounded corners with no anti-aliasing
// 0x00000080 - Convert pixel format
void main()
{
vec4 color = vec4(0.0);
float hstep = 1.0f;
float vstep = 0.0f;
vec2 tc;
if (0x0u != (shaderFlags & 0x10u)) {
// Screen rotated 90 or 270 degrees.
tc = texCoord.yx;
}
else {
tc = texCoord.xy;
}
// 9-tap filter.
color += texture(textureSampler0,
vec2(tc.x - 4.0 * blurStrength * hstep, tc.y - 4.0 * blurStrength * vstep)) *
0.0162162162;
color += texture(textureSampler0,
vec2(tc.x - 3.0 * blurStrength * hstep, tc.y - 3.0 * blurStrength * vstep)) *
0.0540540541;
color += texture(textureSampler0,
vec2(tc.x - 2.0 * blurStrength * hstep, tc.y - 2.0 * blurStrength * vstep)) *
0.1216216216;
color += texture(textureSampler0,
vec2(tc.x - 1.0 * blurStrength * hstep, tc.y - 1.0 * blurStrength * vstep)) *
0.1945945946;
color += texture(textureSampler0, vec2(tc.x, tc.y)) * 0.2270270270;
color += texture(textureSampler0,
vec2(tc.x + 1.0 * blurStrength * hstep, tc.y + 1.0 * blurStrength * vstep)) *
0.1945945946;
color += texture(textureSampler0,
vec2(tc.x + 2.0 * blurStrength * hstep, tc.y + 2.0 * blurStrength * vstep)) *
0.1216216216;
color += texture(textureSampler0,
vec2(tc.x + 3.0 * blurStrength * hstep, tc.y + 3.0 * blurStrength * vstep)) *
0.0540540541;
color += texture(textureSampler0,
vec2(tc.x + 4.0 * blurStrength * hstep, tc.y + 4.0 * blurStrength * vstep)) *
0.0162162162;
FragColor = vec4(color.rgb, 1.0);
}
#endif