LumixEngine/data/pipelines/blur.shd
2020-09-20 14:03:06 +02:00

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include "pipelines/common.glsl"
vertex_shader [[
layout(std140, binding = 4) uniform Drawcall {
uniform vec4 u_inv_sm_size;
};
layout (location = 0) out vec2 v_tc0;
layout (location = 1) out vec4 v_tc1;
layout (location = 2) out vec4 v_tc2;
void main() {
vec2 uv;
gl_Position = fullscreenQuad(gl_VertexID, uv);
v_tc0 = uv;
#ifdef BLUR_H
v_tc1 = vec4(
uv.x + 1.3846153846 * u_inv_sm_size.x, uv.y,
uv.x + 3.2307692308 * u_inv_sm_size.x, uv.y
);
v_tc2 = vec4(
uv.x - 1.3846153846 * u_inv_sm_size.x, uv.y,
uv.x - 3.2307692308 * u_inv_sm_size.x, uv.y
);
#else
v_tc1 = vec4(
uv.x, uv.y + 1.3846153846 * u_inv_sm_size.y,
uv.x, uv.y + 3.2307692308 * u_inv_sm_size.y
);
v_tc2 = vec4(
uv.x, uv.y - 1.3846153846 * u_inv_sm_size.y,
uv.x, uv.y - 3.2307692308 * u_inv_sm_size.y
);
#endif
}
]]
fragment_shader [[
layout (binding=0) uniform sampler2D u_input;
layout (location = 0) in vec2 v_tc0;
layout (location = 1) in vec4 v_tc1;
layout (location = 2) in vec4 v_tc2;
layout (location = 0) out vec4 o_color;
void main() {
o_color = texture(u_input, v_tc0.xy) * 0.2270270270
+ texture(u_input, v_tc1.xy) * 0.3162162162
+ texture(u_input, v_tc1.zw) * 0.0702702703
+ texture(u_input, v_tc2.xy) * 0.3162162162
+ texture(u_input, v_tc2.zw) * 0.0702702703;
}
]]