Add shader content
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uniform sampler2D source;
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uniform layout(rgba16f) restrict writeonly image2D dest;
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uniform vec2 pixel;
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uniform float sigma;
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// Gaussian separated blur with radius 6.
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layout (local_size_x = 8, local_size_y = 8) in;
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shared float local_src[8 + 2 * 6][8];
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void main()
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{
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int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
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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).x;
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local_src[x + 6][y] = texture(source, uv).x;
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local_src[x + 12][y] = texture(source, uv_p).x;
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barrier();
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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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float sum = local_src[x + 6][y] * g0;
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g0 *= g1;
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g1 *= g2;
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for (int i = 1; i < 6; i++) {
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sum += local_src[6 + x - i][y] * g0;
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sum += local_src[6 + x + i][y] * g0;
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g0 *= g1;
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g1 *= g2;
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}
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imageStore(dest, iuv, vec4(sum));
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}
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@ -0,0 +1,41 @@
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uniform sampler2D source;
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uniform layout(rgba16f) restrict writeonly image2D dest;
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uniform vec2 pixel;
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uniform float sigma;
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// Gaussian separated blur with radius 6.
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layout (local_size_x = 8, local_size_y = 8) in;
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shared float local_src[8][8 + 2 * 6];
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void main()
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{
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int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
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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).x;
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local_src[x][y + 6] = texture(source, uv).x;
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local_src[x][y + 12] = texture(source, uv_p).x;
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barrier();
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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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floar sum = local_src[x][y + 6] * g0;
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g0 *= g1;
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g1 *= g2;
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for (int i = 1; i < 6; i++) {
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sum += local_src[x][6 + y - i] * g0;
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sum += local_src[x][6 + y + i] * g0;
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g0 *= g1;
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g1 *= g2;
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}
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imageStore(dest, iuv, vec4(sum));
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}
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