31 lines
652 B
GLSL
31 lines
652 B
GLSL
uniform sampler2D tex;
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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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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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float X = uv.x;
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float Y = uv.y;
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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 < 6; i++) {
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sum += texture(tex, vec2(X - float(i) * pixel.x, Y)) * g0;
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sum += texture(tex, vec2(X + float(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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