Pixel-Composer/shaders/sh_blur_gaussian/sh_blur_gaussian.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
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uniform int horizontal;
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uniform float weight[128];
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uniform int size;
uniform int sampleMode;
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uniform int overrideColor;
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uniform vec4 overColor;
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vec4 sampleTexture(vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(gm_BaseTexture, pos);
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if(sampleMode == 0)
return vec4(0.);
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else if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
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return vec4(0.);
}
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float wgh = 0.;
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vec4 sample(in vec2 pos, in int index) {
vec4 col = sampleTexture( pos );
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col.rgb *= weight[index] * col.a;
wgh += weight[index] * col.a;
return col;
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}
void main() {
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vec2 tex_offset = 1.0 / dimension, pos;
vec4 result = sample( v_vTexcoord, 0 );
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if(horizontal == 1) {
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for(int i = 1; i < size; i++) {
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pos = vec2(tex_offset.x * float(i), 0.0);
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result += sample( v_vTexcoord + pos, i );
result += sample( v_vTexcoord - pos, i );
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}
} else {
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for(int i = 1; i < size; i++) {
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pos = vec2(0.0, tex_offset.y * float(i));
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result += sample( v_vTexcoord + pos, i );
result += sample( v_vTexcoord - pos, i );
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}
}
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result.rgb /= wgh;
result.a = wgh;
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gl_FragColor = result;
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if(overrideColor == 1) {
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gl_FragColor.rgb = overColor.rgb;
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gl_FragColor.a *= overColor.a;
}
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}