ES-DE/resources/shaders/glsl/blur_horizontal.glsl
2020-09-12 12:14:48 +02:00

138 lines
4.5 KiB
GLSL

// 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 */
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#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()
{
gl_Position = MVPMatrix * gl_Vertex;
// gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = gl_MultiTexCoord0.xy;
// TEX0.xy = TexCoord.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()
{
vec2 texcoord = vTexCoord;
// vec2 PIXEL_SIZE = SourceSize.zw;
vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
#if __VERSION__ < 130
float sampleOffsets1 = 0.0;
float sampleOffsets2 = 1.4347826;
float sampleOffsets3 = 3.3478260;
float sampleOffsets4 = 5.2608695;
float sampleOffsets5 = 7.1739130;
float sampleWeights1 = 0.16818994;
float sampleWeights2 = 0.27276957;
float sampleWeights3 = 0.11690125;
float sampleWeights4 = 0.024067905;
float sampleWeights5 = 0.0021112196;
vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights1;
// unroll the loop
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
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 };
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];
}
#endif
FragColor = vec4(color);
// FragColor = vec4(0.4, 0.0, 0.2, 0.2);
}
#endif