mirror of
https://github.com/RetroDECK/ES-DE.git
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61 lines
1.6 KiB
GLSL
61 lines
1.6 KiB
GLSL
//
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// 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
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// can be found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask
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//
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// Taken from the RetroArch project and modified for ES-DE.
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//
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#define HW 1.00
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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 mediump float;
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#endif
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uniform vec2 textureSize;
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uniform sampler2D textureSampler;
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in vec2 texCoord;
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out vec4 FragColor;
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#define SourceSize vec4(textureSize, 1.0 / textureSize)
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void main()
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{
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vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130);
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float sampleWeights[5] =
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float[5](0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196);
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vec4 color = texture(textureSampler, texCoord) * sampleWeights[0];
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for (int i = 1; i < 5; i++) {
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color +=
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texture(textureSampler, texCoord + vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights[i];
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color +=
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texture(textureSampler, texCoord - vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights[i];
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}
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FragColor = vec4(color);
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}
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#endif
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