#version 420 #extension GL_ARB_texture_gather : enable // shader 0457fe3efc9a772f // Used for: Vertical Bloom 2880 // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; float data = passParameterSem0.z - passParameterSem0.w; float w = data / 1.38461538 * uf_fragCoordScale.x; uniform float o_weight[] = float[]( 0.22558594, 0.31420898, 0.06982422, 0.00317383 ); uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923, 5.07692308 ); uniform float weight[] = float[]( 0.09502547, 0.17728101, 0.13421680, 0.08118479, 0.03910895, 0.01493251, 0.00448942, 0.00105364, 0.00019089, 0.00002632, 0.00000271, 0.00000020, 0.00000001 ); uniform float offset[] = float[]( 0.00000000, 1.47887324, 3.45070423, 5.42253521, 7.39436620, 9.36619718, 11.33802817, 13.30985915, 15.28169014, 17.25352113, 19.22535211, 21.19718310, 23.16901408 ); void main() { vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; for (int i=1; i<13; i++) { R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*w) ) * weight[i]; R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*w) ) * weight[i]; } vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; for (int i=1; i<4; i++) { R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*w) ) * o_weight[i]; R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*w) ) * o_weight[i]; } passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); }