53 lines
1.3 KiB
GLSL
53 lines
1.3 KiB
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float blurKernel;
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float sigma;
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vec2 pixelSize;
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int useOffscreenColor; // bool
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vec4 offscreenColor;
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};
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layout(binding = 1) uniform sampler2D src;
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const float PI = 3.14159265359;
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const float sqrtDoublePI = sqrt(2.0 * PI);
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vec4 gaussianBlur(sampler2D tex, int miplevel) {
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vec4 col = vec4(0.0);
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float sum = 0;
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float k = ceil(blurKernel);
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// Normalize kernel weights
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for (float i = -k; i <= k; ++i) {
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sum += exp(-0.5 * pow(i / sigma, 2.0)) / (sqrtDoublePI * sigma);
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}
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for (float i = -k; i <= k; ++i) {
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vec2 coord = qt_TexCoord0 + (pixelSize * float(i));
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float weight = exp(-0.5 * pow(i / sigma, 2.0)) / (sqrtDoublePI * sigma);
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if (useOffscreenColor != 0
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&& (coord.x > 1.0 || coord.y > 1.0
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|| coord.x < 0.0 || coord.y < 0.0)) {
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col += offscreenColor * weight / sum;
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} else {
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col += texture(tex, coord) * weight / sum;
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}
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}
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return col;
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}
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void main() {
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vec4 p = (blurKernel > 0) ? gaussianBlur(src, 0)
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: texture(src, qt_TexCoord0);
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fragColor = p * qt_Opacity;
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}
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