106 lines
1.4 KiB
GLSL
106 lines
1.4 KiB
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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float LEIFX_BLURFACTOR;
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}params;
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#pragma parameterLEIFX_BLURFACTOR¡0.690.001.000.01
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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 = 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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vec3 outcolor = texture(Source, vTexCoord). rgb;
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vec2 pixel;
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pixel . x = params . SourceSize . z;
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pixel . y = params . SourceSize . w;
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float blendy;
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float blenda;
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float blendfactor;
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vec3 pixel1 = texture(Source, vTexCoord + vec2((pixel . x * 0.15), 0)). rgb;
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vec3 pixel2 = texture(Source, vTexCoord + vec2(- pixel . x * 0.22, 0)). rgb;
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vec3 pixel0 = texture(Source, vTexCoord + vec2(0, 0)). rgb;
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vec3 pixelblend;
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float gary1 = dot(pixel1 . rgb, vec3(1.0));
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float gary2 = dot(pixel2 . rgb, vec3(1.0));
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float mean = 1.0;
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mean = gary1 - gary2;
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if(mean < 0)mean *= - 1;
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if(mean > 1)mean = 1;
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mean = pow(mean, params . LEIFX_BLURFACTOR);
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if(mean > 1)
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mean = 1;
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{
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blendy = 1 - mean;
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blenda = 1 - blendy;
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pixel0 /= 3;
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pixel1 /= 3;
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pixel2 /= 3;
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pixelblend . rgb = pixel0 + pixel1 + pixel2;
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outcolor . rgb =(pixelblend . rgb * blendy)+(outcolor . rgb * blenda);
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}
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FragColor = vec4(outcolor, 1.0);
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}
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