2014-01-05 00:08:00 +00:00
|
|
|
#version 130
|
2013-11-30 21:33:06 +00:00
|
|
|
uniform sampler2D tex;
|
|
|
|
uniform vec2 pixel;
|
|
|
|
|
|
|
|
// Gaussian separated blur with radius 6.
|
|
|
|
|
2014-01-08 23:11:10 +00:00
|
|
|
in vec2 uv;
|
|
|
|
|
2013-11-30 21:33:06 +00:00
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec4 sum = vec4(0.0);
|
2014-01-08 23:11:10 +00:00
|
|
|
float X = uv.x;
|
|
|
|
float Y = uv.y;
|
2013-11-30 21:33:06 +00:00
|
|
|
|
2014-01-19 18:53:35 +01:00
|
|
|
sum += texture(tex, vec2(X - 5.13333 * pixel.x, Y)) * 0.00640869;
|
|
|
|
sum += texture(tex, vec2(X - 3.26667 * pixel.x, Y)) * 0.083313;
|
|
|
|
sum += texture(tex, vec2(X - 1.4 * pixel.x, Y)) * 0.305481;
|
|
|
|
sum += texture(tex, vec2(X, Y)) * 0.209473;
|
|
|
|
sum += texture(tex, vec2(X + 1.4 * pixel.x, Y)) * 0.305481;
|
|
|
|
sum += texture(tex, vec2(X + 3.26667 * pixel.x, Y)) * 0.083313;
|
|
|
|
sum += texture(tex, vec2(X + 5.13333 * pixel.x, Y)) * 0.00640869;
|
2013-11-30 21:33:06 +00:00
|
|
|
|
|
|
|
gl_FragColor = sum;
|
|
|
|
}
|