Pixel-Composer/shaders/sh_blur_gaussian/sh_blur_gaussian.fsh

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2022-01-13 05:24:03 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int useMask;
uniform sampler2D mask;
uniform vec2 dimension;
uniform int horizontal;
uniform float weight[32];
uniform int size;
uniform int clamp_border;
//float weightTotal = 0.;
vec4 sample(in vec2 pos, in int index) {
vec4 col = texture2D( gm_BaseTexture, pos );
//weightTotal += col.a * weight[index];
return vec4(col.rgb * col.a, col.a) * weight[index];
}
void main() {
vec2 tex_offset = 1.0 / dimension;
vec4 result = sample( v_vTexcoord, 0 );
vec4 samp;
if(horizontal == 1) {
for(int i = 1; i < 32; i++) {
if(i >= size) break;
vec2 pos = vec2(tex_offset.x * float(i), 0.0);
vec2 s_pos = v_vTexcoord + pos;
if(s_pos.x <= 1.) {
samp = sample( s_pos, i );
result += samp;
} else if(clamp_border == 1) {
samp = sample( vec2(1., v_vTexcoord.y), i );
result += samp;
}
s_pos = v_vTexcoord - pos;
if(s_pos.x >= 0.) {
samp = sample( s_pos, i );
result += samp;
} else if(clamp_border == 1) {
samp = sample( vec2(0., v_vTexcoord.y), i );
result += samp;
}
}
} else {
for(int i = 1; i < 32; i++) {
if(i >= size) break;
vec2 pos = vec2(0.0, tex_offset.y * float(i));
vec2 s_pos = v_vTexcoord + pos;
if(s_pos.y <= 1.) {
samp = sample( s_pos, i );
result += samp;
} else if(clamp_border == 1) {
samp = sample( vec2(v_vTexcoord.x, 1.), i );
result += samp;
}
s_pos = v_vTexcoord - pos;
if(s_pos.y >= 0.) {
samp = sample( s_pos, i );
result += samp;
} else if(clamp_border == 1) {
samp = sample( vec2(v_vTexcoord.x, 0.), i );
result += samp;
}
}
}
vec4 res = result;
gl_FragColor = res;
}