e5a5c78045
This allows to rasterize a single primitive instead of two, and avoid trashing the cache between the 2 triangles drawing.
31 lines
670 B
GLSL
31 lines
670 B
GLSL
// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
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uniform sampler2D tex;
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uniform vec2 pixel;
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uniform float sigma = 5.;
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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 < 9; i++) {
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sum += texture(tex, vec2(X - i * pixel.x, Y)) * g0;
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sum += texture(tex, vec2(X + 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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