stk-code_catmod/data/shaders/gaussian6h.comp

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uniform sampler2D source;
uniform layout(rgba16f) restrict writeonly image2D dest;
uniform vec2 pixel;
uniform float sigma;
// Gaussian separated blur with radius 6.
layout (local_size_x = 8, local_size_y = 8) in;
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shared vec3 local_src[8 + 2 * 6][8];
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void main()
{
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
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vec2 uv_m = (iuv - ivec2(6, 0)) * pixel;
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vec2 uv = iuv * pixel;
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vec2 uv_p = (iuv + ivec2(6, 0)) * pixel;
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local_src[x][y] = texture(source, uv_m).rgb;
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local_src[x + 6][y] = texture(source, uv).rgb;
local_src[x + 12][y] = texture(source, uv_p).rgb;
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barrier();
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
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vec3 sum = local_src[x + 6][y] * g0;
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g0 *= g1;
g1 *= g2;
for (int i = 1; i < 6; i++) {
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sum += local_src[6 + x - i][y] * g0;
sum += local_src[6 + x + i][y] * g0;
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g0 *= g1;
g1 *= g2;
}
imageStore(dest, iuv, vec4(sum, 0.));
}