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@@ -1,21 +1,22 @@
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+/// For information about the blurring you can see the code and the comments of GaussianBlurGeneric.glsl
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+
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#pragma anki vertShaderBegins
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layout(location = 0) in vec2 position;
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out vec2 vTexCoords;
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-out float vOffsets[2]; ///< For side pixels
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+out vec2 vOffsets; ///< For side pixels
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uniform float imgDimension = 0.0; ///< the img width for hspass or the img height for vpass
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-const float BLURRING_OFFSET[2] = float[](1.3846153846, 3.2307692308); ///< The offset of side pixels
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+const vec2 BLURRING_OFFSET = vec2(1.3846153846, 3.2307692308); ///< The offset of side pixels
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void main()
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{
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vTexCoords = position;
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- vOffsets[0] = BLURRING_OFFSET[0] / imgDimension;
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- vOffsets[1] = BLURRING_OFFSET[1] / imgDimension;
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+ vOffsets = BLURRING_OFFSET / imgDimension;
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gl_Position = vec4(position * 2.0 - 1.0, 0.0, 1.0);
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}
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@@ -28,7 +29,7 @@ uniform sampler2D img; ///< Input FAI
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uniform sampler2D msNormalFai;
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in vec2 vTexCoords;
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-in float vOffsets[2];
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+in vec2 vOffsets;
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layout(location = 0) out vec3 fFragColor;
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