mirror of
https://github.com/RetroDECK/ES-DE.git
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93 lines
2.6 KiB
GLSL
93 lines
2.6 KiB
GLSL
// SPDX-License-Identifier: MIT
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//
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// ES-DE
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// blur_horizontal.glsl
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//
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// Horizontal gaussian blur.
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//
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// Vertex section of code:
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#if defined(VERTEX)
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uniform mat4 MVPMatrix;
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in vec2 positionVertex;
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in vec2 texCoordVertex;
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out vec2 texCoord;
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void main()
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{
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gl_Position = MVPMatrix * vec4(positionVertex, 0.0, 1.0);
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texCoord = texCoordVertex;
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}
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// Fragment section of code:
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform uint shaderFlags;
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uniform sampler2D textureSampler0;
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uniform float blurStrength;
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in vec2 texCoord;
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out vec4 FragColor;
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// shaderFlags:
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// 0x00000001 - Premultiplied alpha (BGRA)
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// 0x00000002 - Font texture
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// 0x00000004 - Post processing
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// 0x00000008 - Clipping
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000020 - Rounded corners
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000080 - Convert pixel format
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void main()
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{
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vec4 color = vec4(0.0);
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float hstep = 1.0f;
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float vstep = 0.0f;
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vec2 tc;
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if (0x0u != (shaderFlags & 0x10u)) {
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// Screen rotated 90 or 270 degrees.
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tc = texCoord.yx;
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}
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else {
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tc = texCoord.xy;
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}
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// 9-tap filter.
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color += texture(textureSampler0,
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vec2(tc.x - 4.0 * blurStrength * hstep, tc.y - 4.0 * blurStrength * vstep)) *
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0.0162162162;
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color += texture(textureSampler0,
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vec2(tc.x - 3.0 * blurStrength * hstep, tc.y - 3.0 * blurStrength * vstep)) *
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0.0540540541;
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color += texture(textureSampler0,
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vec2(tc.x - 2.0 * blurStrength * hstep, tc.y - 2.0 * blurStrength * vstep)) *
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0.1216216216;
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color += texture(textureSampler0,
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vec2(tc.x - 1.0 * blurStrength * hstep, tc.y - 1.0 * blurStrength * vstep)) *
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0.1945945946;
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color += texture(textureSampler0, vec2(tc.x, tc.y)) * 0.2270270270;
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color += texture(textureSampler0,
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vec2(tc.x + 1.0 * blurStrength * hstep, tc.y + 1.0 * blurStrength * vstep)) *
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0.1945945946;
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color += texture(textureSampler0,
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vec2(tc.x + 2.0 * blurStrength * hstep, tc.y + 2.0 * blurStrength * vstep)) *
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0.1216216216;
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color += texture(textureSampler0,
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vec2(tc.x + 3.0 * blurStrength * hstep, tc.y + 3.0 * blurStrength * vstep)) *
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0.0540540541;
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color += texture(textureSampler0,
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vec2(tc.x + 4.0 * blurStrength * hstep, tc.y + 4.0 * blurStrength * vstep)) *
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0.0162162162;
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FragColor = vec4(color.rgb, 1.0);
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}
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#endif
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