stk-code_catmod/data/shaders/blurshadowH.comp
2014-12-09 18:54:27 +01:00

34 lines
939 B
Plaintext

uniform sampler2D source;
uniform layout(r32f) 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 float 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).x;
local_src[x + 6][y] = texture(source, uv).x;
local_src[x + 12][y] = texture(source, uv_p).x;
barrier();
float sum = local_src[x + 6][y] * weights[0];
for (int i = 1; i < 6; i++) {
sum += local_src[6 + x - i][y] * weights[i];
sum += local_src[6 + x + i][y] * weights[i];
}
imageStore(dest, iuv, vec4(sum));
}