25 lines
879 B
GLSL
25 lines
879 B
GLSL
#version 150
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uniform sampler2D DiffuseSampler;
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in vec2 texCoord;
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in vec2 sampleStep;
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uniform float Radius;
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uniform float RadiusMultiplier;
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out vec4 fragColor;
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// This shader relies on GL_LINEAR sampling to reduce the amount of texture samples in half.
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// Instead of sampling each pixel position with a step of 1 we sample between pixels with a step of 2.
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// In the end we sample the last pixel with a half weight, since the amount of pixels to sample is always odd (actualRadius * 2 + 1).
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void main() {
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vec4 blurred = vec4(0.0);
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float actualRadius = round(Radius * RadiusMultiplier);
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for (float a = -actualRadius + 0.5; a <= actualRadius; a += 2.0) {
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blurred += texture(DiffuseSampler, texCoord + sampleStep * a);
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}
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blurred += texture(DiffuseSampler, texCoord + sampleStep * actualRadius) / 2.0;
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fragColor = blurred / (actualRadius + 0.5);
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}
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