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

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#version 450
// Implementation based on the article "Efficient Gaussian blur with linear sampling"
// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
/* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be
found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
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;
#define HW 1.00
#pragma stage vertex
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 stage fragment
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]*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i];
color += texture(Source, texcoord - vec2(sampleOffsets[i]*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i];
}
FragColor = vec4(color);
}