e5a5c78045
This allows to rasterize a single primitive instead of two, and avoid trashing the cache between the 2 triangles drawing.
23 lines
560 B
GLSL
23 lines
560 B
GLSL
uniform sampler2D tex;
|
|
uniform vec2 pixel;
|
|
|
|
// Gaussian separated blur with radius 3.
|
|
|
|
out vec4 FragColor;
|
|
|
|
void main()
|
|
{
|
|
vec2 uv = gl_FragCoord.xy * pixel;
|
|
vec4 sum = vec4(0.0);
|
|
float X = uv.x;
|
|
float Y = uv.y;
|
|
|
|
sum += texture(tex, vec2(X, Y - 3.0 * pixel.y)) * 0.03125;
|
|
sum += texture(tex, vec2(X, Y - 1.3333 * pixel.y)) * 0.328125;
|
|
sum += texture(tex, vec2(X, Y)) * 0.273438;
|
|
sum += texture(tex, vec2(X, Y + 1.3333 * pixel.y)) * 0.328125;
|
|
sum += texture(tex, vec2(X, Y + 3.0 * pixel.y)) * 0.03125;
|
|
|
|
FragColor = sum;
|
|
}
|