Use exp algorithm for the gaussian blur
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042817a760
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7679213e26
@ -1,6 +1,8 @@
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uniform sampler2D tex;
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uniform vec2 pixel;
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float sigma = 1.;
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// Gaussian separated blur with radius 6.
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out vec4 FragColor;
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@ -8,17 +10,22 @@ out vec4 FragColor;
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void main()
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{
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vec2 uv = gl_FragCoord.xy * pixel;
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vec4 sum = vec4(0.0);
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float X = uv.x;
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float Y = uv.y;
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sum += texture(tex, vec2(X - 5.13333 * pixel.x, Y)) * 0.00640869;
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sum += texture(tex, vec2(X - 3.26667 * pixel.x, Y)) * 0.083313;
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sum += texture(tex, vec2(X - 1.4 * pixel.x, Y)) * 0.305481;
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sum += texture(tex, vec2(X, Y)) * 0.209473;
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sum += texture(tex, vec2(X + 1.4 * pixel.x, Y)) * 0.305481;
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sum += texture(tex, vec2(X + 3.26667 * pixel.x, Y)) * 0.083313;
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sum += texture(tex, vec2(X + 5.13333 * pixel.x, Y)) * 0.00640869;
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float g0, g1, g2;
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g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
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g1 = exp(-0.5 / (sigma * sigma));
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g2 = g1 * g1;
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vec4 sum = texture(tex, vec2(X, Y)) * g0;
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g0 *= g1;
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g1 *= g2;
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for (int i = 1; i < 3; i++) {
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sum += texture(tex, vec2(X - i * pixel.x, Y)) * g0;
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sum += texture(tex, vec2(X + i * pixel.x, Y)) * g0;
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g0 *= g1;
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g1 *= g2;
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}
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FragColor = sum;
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}
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@ -1,6 +1,8 @@
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uniform sampler2D tex;
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uniform vec2 pixel;
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float sigma = 1.;
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// Gaussian separated blur with radius 6.
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out vec4 FragColor;
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@ -8,17 +10,22 @@ out vec4 FragColor;
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void main()
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{
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vec2 uv = gl_FragCoord.xy * pixel;
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vec4 sum = vec4(0.0);
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float X = uv.x;
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float Y = uv.y;
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sum += texture(tex, vec2(X, Y - 5.13333 * pixel.y)) * 0.00640869;
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sum += texture(tex, vec2(X, Y - 3.26667 * pixel.y)) * 0.083313;
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sum += texture(tex, vec2(X, Y - 1.4 * pixel.y)) * 0.305481;
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sum += texture(tex, vec2(X, Y)) * 0.209473;
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sum += texture(tex, vec2(X, Y + 1.4 * pixel.y)) * 0.305481;
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sum += texture(tex, vec2(X, Y + 3.26667 * pixel.y)) * 0.083313;
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sum += texture(tex, vec2(X, Y + 5.13333 * pixel.y)) * 0.00640869;
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float g0, g1, g2;
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g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
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g1 = exp(-0.5 / (sigma * sigma));
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g2 = g1 * g1;
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vec4 sum = texture(tex, vec2(X, Y)) * g0;
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g0 *= g1;
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g1 *= g2;
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for (int i = 1; i < 3; i++) {
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sum += texture(tex, vec2(X, Y - i * pixel.y)) * g0;
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sum += texture(tex, vec2(X, Y + i * pixel.y)) * g0;
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g0 *= g1;
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g1 *= g2;
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}
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FragColor = sum;
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}
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