#version 420 #extension GL_ARB_texture_gather : enable // shader 46575655811a12b7 // Used for: Horizontal Blur 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; // Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); 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; }