// // 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() { 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++) { color += texture(textureSampler, texCoord + vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i]; color += texture(textureSampler, texCoord - vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i]; } FragColor = vec4(color); } #endif