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 + 2 * 6][8]; void main() { int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y); ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y); vec2 uv_m = (iuv - ivec2(6, 0)) * pixel; vec2 uv = iuv * pixel; vec2 uv_p = (iuv + ivec2(6, 0)) * pixel; local_src[x][y] = texture(source, uv_m); local_src[x + 6][y] = texture(source, uv); local_src[x + 12][y] = texture(source, uv_p); 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 + 6][y] * g0; g0 *= g1; g1 *= g2; for (int i = 1; i < 6; i++) { sum += local_src[6 + x - i][y] * g0; sum += local_src[6 + x + i][y] * g0; g0 *= g1; g1 *= g2; } imageStore(dest, iuv, sum); }