34 lines
722 B
GLSL
34 lines
722 B
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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}params;
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layout(std140) uniform UBO
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{
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mat4 MVP;
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}global;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 blurCoordinates[5];
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layout(location = 0) out vec4 FragColor;
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uniform sampler2D Source;
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void main()
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{
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vec4 sum = vec4(0.0);
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sum += texture(Source, blurCoordinates[0])* 0.204164;
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sum += texture(Source, blurCoordinates[1])* 0.304005;
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sum += texture(Source, blurCoordinates[2])* 0.304005;
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sum += texture(Source, blurCoordinates[3])* 0.093913;
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sum += texture(Source, blurCoordinates[4])* 0.093913;
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FragColor = sum;
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}
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