stk-code_catmod/data/shaders/gaussian6h.frag
2016-06-27 13:39:20 +02:00

31 lines
652 B
GLSL

uniform sampler2D tex;
uniform vec2 pixel;
uniform float sigma;
// Gaussian separated blur with radius 6.
out vec4 FragColor;
void main()
{
vec2 uv = gl_FragCoord.xy * pixel;
float X = uv.x;
float Y = uv.y;
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
vec4 sum = texture(tex, vec2(X, Y)) * g0;
g0 *= g1;
g1 *= g2;
for (int i = 1; i < 6; i++) {
sum += texture(tex, vec2(X - float(i) * pixel.x, Y)) * g0;
sum += texture(tex, vec2(X + float(i) * pixel.x, Y)) * g0;
g0 *= g1;
g1 *= g2;
}
FragColor = sum;
}