stk-code_catmod/data/shaders/gaussian6v.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;
shared vec4 local_src[8][8 + 2 * 6];
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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(0, 6)) * pixel;
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vec2 uv = iuv * pixel;
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vec2 uv_p = (iuv + ivec2(0, 6)) * pixel;
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local_src[x][y] = texture(source, uv_m);
local_src[x][y + 6] = texture(source, uv);
local_src[x][y + 12] = texture(source, uv_p);
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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;
vec4 sum = local_src[x][y + 6] * g0;
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g0 *= g1;
g1 *= g2;
for (int i = 1; i < 6; i++) {
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sum += local_src[x][6 + y - i] * g0;
sum += local_src[x][6 + y + i] * g0;
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g0 *= g1;
g1 *= g2;
}
imageStore(dest, iuv, sum);
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}