Blur.glsl 1.1 KB

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  1. #include "Uniforms.glsl"
  2. #include "Samplers.glsl"
  3. #include "Transform.glsl"
  4. #include "ScreenPos.glsl"
  5. #include "PostProcess.glsl"
  6. varying vec2 vTexCoord;
  7. varying vec2 vScreenPos;
  8. #ifdef COMPILEPS
  9. uniform vec2 cBlurDir;
  10. uniform float cBlurRadius;
  11. uniform float cBlurSigma;
  12. uniform vec2 cBlurHInvSize;
  13. #endif
  14. void VS()
  15. {
  16. mat4 modelMatrix = iModelMatrix;
  17. vec3 worldPos = GetWorldPos(modelMatrix);
  18. gl_Position = GetClipPos(worldPos);
  19. vTexCoord = GetQuadTexCoord(gl_Position);
  20. vScreenPos = GetScreenPosPreDiv(gl_Position);
  21. }
  22. void PS()
  23. {
  24. #ifdef BLUR3
  25. gl_FragColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord);
  26. #endif
  27. #ifdef BLUR5
  28. gl_FragColor = GaussianBlur(5, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord);
  29. #endif
  30. #ifdef BLUR7
  31. gl_FragColor = GaussianBlur(7, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord);
  32. #endif
  33. #ifdef BLUR9
  34. gl_FragColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord);
  35. #endif
  36. }