gausianBlur_optimized.frag 3.8 KB

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  1. #version 150
  2. noperspective in vec2 v_texCoords;
  3. uniform sampler2D u_toBlurcolorInput;
  4. out vec3 fragColor;
  5. uniform bool u_horizontal;
  6. uniform int u_mip;
  7. uniform vec2 u_texel;
  8. void main ()
  9. {
  10. vec3 result_1;
  11. result_1 = (textureLod (u_toBlurcolorInput, v_texCoords, float(u_mip)).xyz * 0.227027);
  12. if (u_horizontal) {
  13. vec2 tmpvar_2;
  14. tmpvar_2.y = 0.0;
  15. float tmpvar_3;
  16. tmpvar_3 = u_texel.x;
  17. tmpvar_2.x = tmpvar_3;
  18. float tmpvar_4;
  19. tmpvar_4 = float(u_mip);
  20. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords + tmpvar_2), tmpvar_4).xyz * 0.1945946));
  21. vec2 tmpvar_5;
  22. tmpvar_5.y = 0.0;
  23. tmpvar_5.x = tmpvar_3;
  24. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords - tmpvar_5), tmpvar_4).xyz * 0.1945946));
  25. vec2 tmpvar_6;
  26. tmpvar_6.y = 0.0;
  27. float tmpvar_7;
  28. tmpvar_7 = (u_texel.x * 2.0);
  29. tmpvar_6.x = tmpvar_7;
  30. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords + tmpvar_6), tmpvar_4).xyz * 0.1216216));
  31. vec2 tmpvar_8;
  32. tmpvar_8.y = 0.0;
  33. tmpvar_8.x = tmpvar_7;
  34. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords - tmpvar_8), tmpvar_4).xyz * 0.1216216));
  35. vec2 tmpvar_9;
  36. tmpvar_9.y = 0.0;
  37. float tmpvar_10;
  38. tmpvar_10 = (u_texel.x * 3.0);
  39. tmpvar_9.x = tmpvar_10;
  40. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords + tmpvar_9), tmpvar_4).xyz * 0.054054));
  41. vec2 tmpvar_11;
  42. tmpvar_11.y = 0.0;
  43. tmpvar_11.x = tmpvar_10;
  44. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords - tmpvar_11), tmpvar_4).xyz * 0.054054));
  45. vec2 tmpvar_12;
  46. tmpvar_12.y = 0.0;
  47. float tmpvar_13;
  48. tmpvar_13 = (u_texel.x * 4.0);
  49. tmpvar_12.x = tmpvar_13;
  50. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords + tmpvar_12), tmpvar_4).xyz * 0.016216));
  51. vec2 tmpvar_14;
  52. tmpvar_14.y = 0.0;
  53. tmpvar_14.x = tmpvar_13;
  54. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords - tmpvar_14), tmpvar_4).xyz * 0.016216));
  55. } else {
  56. vec2 tmpvar_15;
  57. tmpvar_15.x = 0.0;
  58. float tmpvar_16;
  59. tmpvar_16 = u_texel.y;
  60. tmpvar_15.y = tmpvar_16;
  61. float tmpvar_17;
  62. tmpvar_17 = float(u_mip);
  63. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords + tmpvar_15), tmpvar_17).xyz * 0.1945946));
  64. vec2 tmpvar_18;
  65. tmpvar_18.x = 0.0;
  66. tmpvar_18.y = tmpvar_16;
  67. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords - tmpvar_18), tmpvar_17).xyz * 0.1945946));
  68. vec2 tmpvar_19;
  69. tmpvar_19.x = 0.0;
  70. float tmpvar_20;
  71. tmpvar_20 = (u_texel.y * 2.0);
  72. tmpvar_19.y = tmpvar_20;
  73. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords + tmpvar_19), tmpvar_17).xyz * 0.1216216));
  74. vec2 tmpvar_21;
  75. tmpvar_21.x = 0.0;
  76. tmpvar_21.y = tmpvar_20;
  77. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords - tmpvar_21), tmpvar_17).xyz * 0.1216216));
  78. vec2 tmpvar_22;
  79. tmpvar_22.x = 0.0;
  80. float tmpvar_23;
  81. tmpvar_23 = (u_texel.y * 3.0);
  82. tmpvar_22.y = tmpvar_23;
  83. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords + tmpvar_22), tmpvar_17).xyz * 0.054054));
  84. vec2 tmpvar_24;
  85. tmpvar_24.x = 0.0;
  86. tmpvar_24.y = tmpvar_23;
  87. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords - tmpvar_24), tmpvar_17).xyz * 0.054054));
  88. vec2 tmpvar_25;
  89. tmpvar_25.x = 0.0;
  90. float tmpvar_26;
  91. tmpvar_26 = (u_texel.y * 4.0);
  92. tmpvar_25.y = tmpvar_26;
  93. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords + tmpvar_25), tmpvar_17).xyz * 0.016216));
  94. vec2 tmpvar_27;
  95. tmpvar_27.x = 0.0;
  96. tmpvar_27.y = tmpvar_26;
  97. result_1 = (result_1 + (textureLod (u_toBlurcolorInput, (v_texCoords - tmpvar_27), tmpvar_17).xyz * 0.016216));
  98. };
  99. fragColor = result_1;
  100. }