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
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
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gl_Position = MVPMatrix * gl_Vertex;
COL0 = COLOR;
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TEX0.xy = gl_MultiTexCoord0.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// Compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize.
#define outsize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
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vec2 texcoord = vTexCoord;
vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
#if __VERSION__ < 130
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float sampleOffsets1 = 0.0;
float sampleOffsets2 = 1.4347826;
float sampleOffsets3 = 3.3478260;
float sampleOffsets4 = 5.2608695;
float sampleOffsets5 = 7.1739130;
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float sampleWeights1 = 0.16818994;
float sampleWeights2 = 0.27276957;
float sampleWeights3 = 0.11690125;
float sampleWeights4 = 0.024067905;
float sampleWeights5 = 0.0021112196;
// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
vec4 color = COMPAT_TEXTURE(Source, texcoord);
color = vec4(color.rgb, 1.0) * sampleWeights1;
color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2;
color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2;
color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3;
color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3;
color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4;
color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4;
color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5;
color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5;
#else
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float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
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vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights[0];
for (int i = 1; i < 5; i++) {
color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i];
color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i];
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}
#endif
FragColor = vec4(color);
}
#endif