RetroArch-Wii-U-Slang-Shaders/blurs/blur-gauss-h.ppslang
2020-04-26 18:03:54 -05:00

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1.2 KiB
Text

#version 450
layout(push_constant)uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0)uniform UBO
{
mat4 MVP;
} global;
#pragma stagevertex
layout(location = 0)in vec4 Position;
layout(location = 1)in vec2 TexCoord;
layout(location = 0)out vec2 vTexCoord;
void main()
{
gl_Position = global . MVP * Position;
vTexCoord = TexCoord;
}
#pragma stagefragment
layout(location = 0)in vec2 vTexCoord;
layout(location = 0)out vec4 FragColor;
layout(set = 0, binding = 2)uniform sampler2D Source;
void main()
{
vec2 texcoord = vTexCoord;
vec2 PIXEL_SIZE = params . SourceSize . zw;
float sampleOffsets[5]= { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
float sampleWeights[5]= { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
vec4 color = texture(Source, texcoord)* sampleWeights[0];
for(int i = 1;i < 5;++ i){
color += texture(Source, texcoord + vec2(sampleOffsets[i]* 1.00 * PIXEL_SIZE . x, 0.0))* sampleWeights[i];
color += texture(Source, texcoord - vec2(sampleOffsets[i]* 1.00 * PIXEL_SIZE . x, 0.0))* sampleWeights[i];
}
FragColor = vec4(color);
}