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- uniform sampler2D tex;
- uniform vec2 pixel;
- uniform float sigma;
- // Gaussian separated blur with radius 6.
- out vec4 FragColor;
- void main()
- {
- vec2 uv = gl_FragCoord.xy * pixel;
- float X = uv.x;
- float Y = uv.y;
- float g0, g1, g2;
- g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
- g1 = exp(-0.5 / (sigma * sigma));
- g2 = g1 * g1;
- vec4 sum = texture(tex, vec2(X, Y)) * g0;
- g0 *= g1;
- g1 *= g2;
- for (int i = 1; i < 6; i++) {
- sum += texture(tex, vec2(X, Y - float(i) * pixel.y)) * g0;
- sum += texture(tex, vec2(X, Y + float(i) * pixel.y)) * g0;
- g0 *= g1;
- g1 *= g2;
- }
- FragColor = sum;
- }
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