#version 420 #extension GL_ARB_texture_gather : enable // shader 0457fe3efc9a772f // Used for: Horizontal Bloom const float blurFactor = 1.0; //Higher is less blur // 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 float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); ivec2 inputRes = textureSize(textureUnitPS0, 0); vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y)); vec2 scale = outputRes * blurFactor; void main() { vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); vec4 R1f = texture(textureUnitPS0, R0f) * weight[0]; for (int i = 1; i<4; i++) { R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i]; R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i]; } passPixelColor0 = R1f; }