mirror of
https://github.com/RetroDECK/ES-DE.git
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139 lines
4.6 KiB
GLSL
139 lines
4.6 KiB
GLSL
// Implementation based on the article "Efficient Gaussian blur with linear sampling"
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// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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/* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be
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found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */
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/*-----------------------------------------------------------.
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/ Gaussian Blur settings /
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'-----------------------------------------------------------*/
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#define HW 1.00
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * gl_Vertex;
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// gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = gl_MultiTexCoord0.xy;
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// TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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vec2 texcoord = vTexCoord;
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// vec2 PIXEL_SIZE = SourceSize.zw;
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vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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#if __VERSION__ < 130
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float sampleOffsets1 = 0.0;
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float sampleOffsets2 = 1.4347826;
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float sampleOffsets3 = 3.3478260;
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float sampleOffsets4 = 5.2608695;
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float sampleOffsets5 = 7.1739130;
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float sampleWeights1 = 0.16818994;
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float sampleWeights2 = 0.27276957;
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float sampleWeights3 = 0.11690125;
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float sampleWeights4 = 0.024067905;
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float sampleWeights5 = 0.0021112196;
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// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
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vec4 color = COMPAT_TEXTURE(Source, texcoord);
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color = vec4(color.rgb, 1.0) * sampleWeights1;
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// unroll the loop
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets2* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets3* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets3* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets4* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets4* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets5* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets5* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5;
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#else
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float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
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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];
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for(int i = 1; i < 5; ++i) {
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets[i]*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i];
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets[i]*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i];
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}
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#endif
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FragColor = vec4(color);
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}
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#endif
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