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

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//
// 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
//
// Taken from the RetroArch project and modified for ES-DE.
//
#define HW 1.00
// 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 mediump float;
#endif
uniform vec2 textureSize;
uniform sampler2D textureSampler;
in vec2 texCoord;
out vec4 FragColor;
#define SourceSize vec4(textureSize, 1.0 / textureSize)
void main()
{
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vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130);
float sampleWeights[5] =
float[5](0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196);
vec4 color = texture(textureSampler, texCoord) * sampleWeights[0];
for (int i = 1; i < 5; i++) {
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color +=
texture(textureSampler, texCoord + vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights[i];
color +=
texture(textureSampler, texCoord - vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights[i];
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}
FragColor = vec4(color);
}
#endif