#version 420 #extension GL_ARB_texture_gather : enable // shader 0457fe3efc9a772f // Used for: Vertical Bloom 5760 // 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[]( 0.06731324, 0.12996513, 0.11288345, 0.08757379, 0.06065717, 0.03748843, 0.02065758, 0.01013916, 0.00442739, 0.00171752, 0.00059095, 0.00017999, 0.00004843, 0.00001148, 0.00000239, 0.00000044, 0.00000007, 0.00000001 ); uniform float offset[] = float[]( 0.00000000, 1.48936170, 3.47517730, 5.46099291, 7.44680851, 9.43262411, 11.41843972, 13.40425532, 15.39007092, 17.37588652, 19.36170213, 21.34751773, 23.33333333, 25.31914894, 27.30496454, 29.29078014, 31.27659574, 33.26241135 ); void main() { vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; for (int i=1; i<18; 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 ); }