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final05_BLURSP.fsh
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final05_BLURSP.fsh
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//
#version 130
uniform sampler2D sampler0;
vec4 TexCoord0 = gl_TexCoord[0];
const float blurSize = 1.0 / 512.0; // I've chosen this size because this will result in that every step will be one pixel wide if the RTScene texture is of size 512x512
void
main (void)
{
vec4 baseColor = texture2D (sampler0, TexCoord0.st);
#ifdef BLUR_SP
vec4 sum = vec4 (0.0);
// blur in y (vertical)
// take nine samples, with the distance blurSize between them
sum +=
texture2D (sampler0,
vec2 (TexCoord0.x, TexCoord0.y - 4.0 * blurSize)) * 0.05;
sum +=
texture2D (sampler0,
vec2 (TexCoord0.x, TexCoord0.y - 3.0 * blurSize)) * 0.09;
sum +=
texture2D (sampler0,
vec2 (TexCoord0.x, TexCoord0.y - 2.0 * blurSize)) * 0.12;
sum +=
texture2D (sampler0,
vec2 (TexCoord0.x, TexCoord0.y - blurSize)) * 0.15;
sum += texture2D (sampler0, vec2 (TexCoord0.x, TexCoord0.y)) * 0.16;
sum +=
texture2D (sampler0,
vec2 (TexCoord0.x, TexCoord0.y + blurSize)) * 0.15;
sum +=
texture2D (sampler0,
vec2 (TexCoord0.x, TexCoord0.y + 2.0 * blurSize)) * 0.12;
sum +=
texture2D (sampler0,
vec2 (TexCoord0.x, TexCoord0.y + 3.0 * blurSize)) * 0.09;
sum +=
texture2D (sampler0,
vec2 (TexCoord0.x, TexCoord0.y + 4.0 * blurSize)) * 0.05;
baseColor = sum;
#endif
gl_FragColor = baseColor;
}