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 weights[7];
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// Gaussian separated blur with radius 6.
layout (local_size_x = 8, local_size_y = 8) in;
shared vec4 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);
vec2 guv = gl_GlobalInvocationID.xy + .5;
vec2 uv_m = (guv - vec2(6, 0)) * pixel;
vec2 uv = guv * pixel;
vec2 uv_p = (guv + vec2(6, 0)) * pixel;
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local_src[x][y] = texture(source, uv_m);
local_src[x + 6][y] = texture(source, uv);
local_src[x + 12][y] = texture(source, uv_p);
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barrier();
vec4 sum = local_src[x + 6][y] * weights[0];
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for (int i = 1; i < 6; i++) {
sum += local_src[6 + x - i][y] * weights[i];
sum += local_src[6 + x + i][y] * weights[i];
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}
imageStore(dest, iuv, sum);
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}