qzdoom/wadsrc/static/shaders/glsl/blur.fp

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in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
layout(binding=0) uniform sampler2D SourceTexture;
void main()
{
#if defined(BLUR_HORIZONTAL)
FragColor =
textureOffset(SourceTexture, TexCoord, ivec2( 0, 0)) * SampleWeights0 +
textureOffset(SourceTexture, TexCoord, ivec2( 1, 0)) * SampleWeights1 +
textureOffset(SourceTexture, TexCoord, ivec2(-1, 0)) * SampleWeights2 +
textureOffset(SourceTexture, TexCoord, ivec2( 2, 0)) * SampleWeights3 +
textureOffset(SourceTexture, TexCoord, ivec2(-2, 0)) * SampleWeights4 +
textureOffset(SourceTexture, TexCoord, ivec2( 3, 0)) * SampleWeights5 +
textureOffset(SourceTexture, TexCoord, ivec2(-3, 0)) * SampleWeights6;
#else
FragColor =
textureOffset(SourceTexture, TexCoord, ivec2(0, 0)) * SampleWeights0 +
textureOffset(SourceTexture, TexCoord, ivec2(0, 1)) * SampleWeights1 +
textureOffset(SourceTexture, TexCoord, ivec2(0,-1)) * SampleWeights2 +
textureOffset(SourceTexture, TexCoord, ivec2(0, 2)) * SampleWeights3 +
textureOffset(SourceTexture, TexCoord, ivec2(0,-2)) * SampleWeights4 +
textureOffset(SourceTexture, TexCoord, ivec2(0, 3)) * SampleWeights5 +
textureOffset(SourceTexture, TexCoord, ivec2(0,-3)) * SampleWeights6;
#endif
}