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| 1 | #version 150 |
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| 2 | |
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| 3 | //------------------------------- |
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| 4 | //BlurH_ps20.glsl |
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| 5 | // Horizontal Gaussian-Blur pass |
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| 6 | //------------------------------- |
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| 7 | |
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| 8 | uniform sampler2D Blur0; |
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| 9 | out vec4 fragColour; |
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| 10 | in vec2 texCoord[5]; |
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| 11 | |
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| 12 | vec2 pos[11] = vec2[11] |
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| 13 | ( |
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| 14 | vec2( -5, 0), |
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| 15 | vec2( -4, 0), |
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| 16 | vec2( -3, 0), |
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| 17 | vec2( -2, 0), |
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| 18 | vec2( -1, 0), |
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| 19 | vec2( 0, 0), |
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| 20 | vec2( 1, 0), |
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| 21 | vec2( 2, 0), |
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| 22 | vec2( 3, 0), |
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| 23 | vec2( 4, 0), |
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| 24 | vec2( 5, 0) |
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| 25 | ); |
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| 26 | |
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| 27 | //We use the Normal-gauss distribution formula |
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| 28 | //f(x) being the formula, we used f(0.5)-f(-0.5); f(1.5)-f(0.5)... |
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| 29 | float samples[11] = float[11] |
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| 30 | (//stddev=2.0 |
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| 31 | 0.01222447, |
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| 32 | 0.02783468, |
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| 33 | 0.06559061, |
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| 34 | 0.12097757, |
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| 35 | 0.17466632, |
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| 36 | |
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| 37 | 0.19741265, |
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| 38 | |
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| 39 | 0.17466632, |
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| 40 | 0.12097757, |
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| 41 | 0.06559061, |
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| 42 | 0.02783468, |
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| 43 | 0.01222447 |
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| 44 | ); |
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| 45 | |
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| 46 | void main() |
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| 47 | { |
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| 48 | vec4 retVal; |
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| 49 | |
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| 50 | vec4 sum = vec4( 0 ); |
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| 51 | |
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| 52 | for( int i=0;i < 11; i++ ) |
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| 53 | { |
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| 54 | sum += texture( Blur0, texCoord[0] + (pos[i] * 0.0100000) ) * samples[i]; |
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| 55 | } |
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| 56 | |
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| 57 | fragColour = sum; |
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| 58 | } |
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