uniform sampler2D source; uniform layout(rgba16f) restrict writeonly image2D dest; uniform vec2 pixel; uniform float weights[7]; // Gaussian separated blur with radius 6. layout (local_size_x = 8, local_size_y = 8) in; shared vec4 local_src[8][8 + 2 * 6]; 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 + vec2(0.5); vec2 uv_m = (guv - vec2(0, 6)) * pixel; vec2 uv = guv * pixel; vec2 uv_p = (guv + vec2(0, 6)) * pixel; 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); barrier(); vec4 sum = local_src[x][y + 6] * weights[0]; for (int i = 1; i < 6; i++) { sum += local_src[x][6 + y - i] * weights[i]; sum += local_src[x][6 + y + i] * weights[i]; } imageStore(dest, iuv, sum); }