// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // 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 mediump 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 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