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- uniform sampler2D source;
- uniform layout(r32f) restrict writeonly image2D dest;
- uniform vec2 pixel;
- uniform float weights[7];
- // Gaussian separated blur with radius 6.
- layout (local_size_x = 8, local_size_y = 8) in;
- shared float local_src[8][8 + 2 * 6];
- void main()
- {
- int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
- ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
- vec2 uv_m = (iuv - ivec2(0, 6)) * pixel;
- vec2 uv = iuv * pixel;
- vec2 uv_p = (iuv + ivec2(0, 6)) * pixel;
- local_src[x][y] = texture(source, uv_m).x;
- local_src[x][y + 6] = texture(source, uv).x;
- local_src[x][y + 12] = texture(source, uv_p).x;
- barrier();
- float sum = local_src[x][y + 6] * weights[0];
- for (int i = 1; i < 6; i++) {
- sum += local_src[x][6 + y - i] * weights[i];
- sum += local_src[x][6 + y + i] * weights[i];
- }
- imageStore(dest, iuv, vec4(sum));
- }
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