add hyllian's gaussian blur shaders and presets

This commit is contained in:
hunterk 2020-12-10 09:59:22 -06:00
parent 9e9804c428
commit c317d89a53
10 changed files with 786 additions and 0 deletions

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shaders = 1
shader0 = gaussian_blur_filtering/gaussian-sharp.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = viewport
scale_y0 = 1.0

8
blurs/gaussian_blur.slangp Executable file
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shaders = 1
shader0 = gaussian_blur_filtering/gaussian.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = viewport
scale_y0 = 1.0

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shaders = 2
shader0 = gaussian_blur_filtering/gaussian_horizontal-sharp.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = source
scale_y0 = 1.0
shader1 = gaussian_blur_filtering/gaussian_vertical-sharp.slang
filter_linear1 = false
scale_type_x1 = viewport
scale_x1 = 1.0
scale_type_y1 = viewport
scale_y1 = 1.0

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shaders = 2
shader0 = gaussian_blur_filtering/gaussian_horizontal.slang
filter_linear0 = false
scale_type_x0 = viewport
scale_x0 = 1.0
scale_type_y0 = source
scale_y0 = 1.0
shader1 = gaussian_blur_filtering/gaussian_vertical.slang
filter_linear1 = false
scale_type_x1 = viewport
scale_x1 = 1.0
scale_type_y1 = viewport
scale_y1 = 1.0

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#version 450
/*
Gaussian blur 'sharp'- dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Anti-Ringing inspired by Hyllian
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEH;
float SIGMA_H;
float HSHARP0;
float HAR;
float SHAR;
} params;
#pragma parameter SIZEH "Gaussian Blur Radius" 6.0 0.0 25.0 1.0
#define SIZEH params.SIZEH
#pragma parameter SIGMA_H "Gaussian Blur Sigma" 1.50 0.1 12.0 0.05
#define SIGMA_H params.SIGMA_H
#pragma parameter HSHARP0 "Sharpness Filter 'Range'" 0.8 0.8 20.0 0.2
#define HSHARP0 params.HSHARP0
#pragma parameter SHAR "Sharpness Definition" 0.5 0.0 2.0 0.05
#define SHAR params.SHAR
#pragma parameter HAR "Anti-Ringing" 0.5 0.0 1.0 0.10
#define HAR params.HAR
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
float invsqrsigma_h = 1.0/(2.0*SIGMA_H*SIGMA_H);
float gaussian_h(float x)
{
return exp(-x*x*invsqrsigma_h);
}
void main()
{
vec2 f = fract(SourceSize.xy * vTexCoord.xy);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec2 dx = vec2(SourceSize.z, 0.0);
vec2 dy = vec2(0.0, SourceSize.w);
vec3 colorx = vec3(0.0);
vec3 colory = vec3(0.0);
float wx, wy;
float wsumx;
float wsumy = 0.0;
vec3 pixel;
float x;
float y = -SIZEH;
vec3 xcmax = COMPAT_TEXTURE(Source, tex).rgb;
vec3 xcmin = xcmax;
vec3 ycmax = xcmax;
vec3 ycmin = xcmax;
float sharp = (HSHARP0 > 0.85) ? gaussian_h(HSHARP0) : 0.0;
float FPR = HSHARP0;
float wnorm = 1.0; // /(1.0-sharp);
float fpx = 0.0;
do
{
wsumx = 0.0;
colorx = 0.0.xxx;
x = -SIZEH;
do
{
pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
wx = (gaussian_h(x+f.x) - sharp)*wnorm;
if (HSHARP0 > 0.85)
{
if (abs(x+f.x) > FPR) { if (x < 0.0) fpx = -(x+f.x+FPR)/FPR; else fpx = (x+f.x-FPR)/FPR; fpx = min(fpx, 1.0); }
if (abs(x) <= 2.0*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); }
if (wx < 0.0) wx = clamp(wx, mix(-0.18, 0.0, pow(fpx, SHAR)), 0.0);
}
colorx = colorx + wx * pixel;
wsumx = wsumx+ wx;
x = x + 1.0;
} while (x <= SIZEH);
colorx = colorx / wsumx;
if (HSHARP0 > 0.85) colorx = mix(clamp(colorx, 0.0, 1.0), clamp(colorx, xcmin, xcmax), HAR);
wy = (gaussian_h(y+f.y) - sharp)*wnorm;
if (HSHARP0 > 0.85)
{
if (abs(y+f.y) > FPR) { if (y < 0.0) fpx = -(y+f.y+FPR)/FPR; else fpx = (y+f.y-FPR)/FPR; fpx = min(fpx, 1.0); }
if (abs(y) <= 2.0*FPR) { ycmax = max(ycmax, colorx); ycmin = min(ycmin, colorx); }
if (wy < 0.0) wy = clamp(wy, mix(-0.18, 0.0, pow(fpx, SHAR)), 0.0);
}
colory = colory + wy * colorx;
wsumy = wsumy + wy;
y = y + 1.0;
} while (y <= SIZEH);
colory= colory/wsumy;
if (HSHARP0 > 0.85) colory = mix(clamp(colory, 0.0, 1.0), clamp(colory, ycmin, ycmax), HAR);
FragColor = vec4(colory, 1.0);
}

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#version 450
/*
Gaussian blur - dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEH;
float SIGMA_H;
float SIZEV;
float SIGMA_V;
} params;
#pragma parameter SIZEH "Horizontal Blur Radius" 6.0 0.0 25.0 1.0
#define SIZEH params.SIZEH
#pragma parameter SIGMA_H "Horizontal Blur Sigma" 1.50 0.1 12.0 0.05
#define SIGMA_H params.SIGMA_H
#pragma parameter SIZEV "Vertical Blur Radius" 6.0 0.0 25.0 1.0
#define SIZEV params.SIZEV
#pragma parameter SIGMA_V "Vertical Blur Sigma" 1.50 0.1 12.0 0.05
#define SIGMA_V params.SIGMA_V
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
float invsqrsigma_h = 1.0/(2.0*SIGMA_H*SIGMA_H);
float invsqrsigma_v = 1.0/(2.0*SIGMA_V*SIGMA_V);
float gaussian_h(float x)
{
return exp(-x*x*invsqrsigma_h);
}
float gaussian_v(float x)
{
return exp(-x*x*invsqrsigma_v);
}
void main()
{
vec2 f = fract(SourceSize.xy * vTexCoord.xy);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec2 dx = vec2(SourceSize.z, 0.0);
vec2 dy = vec2(0.0, SourceSize.w);
vec3 colorx = vec3(0.0);
vec3 colory = vec3(0.0);
float wx, wy;
float wsumx;
float wsumy = 0.0;
vec3 pixel;
float x;
float y = -SIZEV;
do
{
wsumx = 0.0;
colorx = 0.0.xxx;
x = -SIZEH;
do
{
pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
wx = gaussian_h(x+f.x);
colorx = colorx + wx * pixel;
wsumx = wsumx+ wx;
x = x + 1.0;
} while (x <= SIZEH);
colorx = colorx / wsumx;
wy = gaussian_v(y+f.y);
colory = colory + wy * colorx;
wsumy = wsumy + wy;
y = y + 1.0;
} while (y <= SIZEV);
colory= colory/wsumy;
FragColor = vec4(colory, 1.0);
}

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#version 450
/*
Gaussian blur 'sharp' - horizontal pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Anti-Ringing inspired by Hyllian
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEH;
float SIGMA_H;
float HSHARP0;
float HAR;
float HSHAR;
} params;
#pragma parameter SIZEH "Horizontal Blur Radius" 5.0 0.0 40.0 1.0
#define SIZEH params.SIZEH
#pragma parameter SIGMA_H "Horizontal Blur Sigma" 0.70 0.1 15.0 0.05
#define SIGMA_H params.SIGMA_H
#pragma parameter HSHARP0 "Horizontal Sharpness Filter 'Range'" 0.8 0.8 20.0 0.2
#define HSHARP0 params.HSHARP0
#pragma parameter HSHAR "Sharpness Definition - Horizontal" 0.5 0.0 2.0 0.05
#define HSHAR params.HSHAR
#pragma parameter HAR "Horizontal Anti-Ringing" 0.5 0.0 1.0 0.1
#define HAR params.HAR
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
float f = fract(SourceSize.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec3 color = vec3(0.0);
vec2 dx = vec2(SourceSize.z, 0.0);
float w;
float wsum = 0.0;
vec3 pixel;
float n = -SIZEH;
vec3 cmax = COMPAT_TEXTURE(Source, tex).rgb;
vec3 cmin = cmax;
float sharp = (HSHARP0 > 0.85) ? gaussian(HSHARP0) : 0.0;
float FPR = HSHARP0;
float wnorm = 1.0/(1.0-sharp);
float fpx = 0.0;
do
{
w = (gaussian(n+f) - sharp)*wnorm;
if (HSHARP0 > 0.85)
{
if (abs(n+f) > FPR) { if (n < 0.0) fpx = -(n+f+FPR)/FPR; else fpx = (n+f-FPR)/FPR; fpx = min(fpx, 1.0);}
if (abs(n) <= 2.0*FPR) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); }
if (w < 0.0) w = clamp(w, mix(-0.18, 0.0, pow(fpx,HSHAR)), 0.0);
}
pixel = COMPAT_TEXTURE(Source, tex + n*dx).rgb;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEH);
color = color / wsum;
if (HSHARP0 > 0.85) color = mix(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), HAR);
FragColor = vec4(color, 1.0);
}

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#version 450
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEH;
float SIGMA_H;
} params;
#pragma parameter SIZEH "Horizontal Blur Radius" 5.0 0.0 40.0 1.0
#define SIZEH params.SIZEH
#pragma parameter SIGMA_H "Horizontal Blur Sigma" 1.0 0.1 15.0 0.05
#define SIGMA_H params.SIGMA_H
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
float f = fract(SourceSize.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec3 color = vec3(0.0);
vec2 dx = vec2(SourceSize.z, 0.0);
float w;
float wsum = 0.0;
vec3 pixel;
float n = -SIZEH;
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dx).rgb;
w = gaussian(n+f);
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEH);
color = color / wsum;
FragColor = vec4(color, 1.0);
}

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#version 450
/*
Gaussian blur 'sharp' - vertical pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Anti-Ringing inspired by Hyllian
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEV;
float SIGMA_V;
float VSHARP0;
float VAR;
float VSHAR;
} params;
#pragma parameter bogus-line "-------------------------------------------------" 0.0 0.0 0.0 0.0
#pragma parameter SIZEV "Vertical Blur Radius" 5.0 0.0 40.0 1.0
#define SIZEV params.SIZEV
#pragma parameter SIGMA_V "Vertical Blur Sigma" 0.70 0.1 15.0 0.05
#define SIGMA_V params.SIGMA_V
#pragma parameter VSHARP0 "Vertical Sharpness Filter 'Range'" 0.8 0.8 20.0 0.2
#define VSHARP0 params.VSHARP0
#pragma parameter VSHAR "Sharpness Definition - Vertical" 0.5 0.0 2.0 0.05
#define VSHAR params.VSHAR
#pragma parameter VAR "Vertical Anti-Ringing" 0.5 0.0 1.0 0.1
#define VAR params.VAR
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
float invsqrsigma = 1.0/(2.0*SIGMA_V*SIGMA_V);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
float f = fract(SourceSize.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec3 color = vec3(0.0);
vec2 dy = vec2(0.0, SourceSize.w);
float w;
float wsum = 0.0;
vec3 pixel;
float n = -SIZEV;
vec3 cmax = COMPAT_TEXTURE(Source, tex).rgb;
vec3 cmin = cmax;
float sharp = (VSHARP0 > 0.85) ? gaussian(VSHARP0) : 0.0;
float FPR = VSHARP0;
float wnorm = 1.0/(1.0-sharp);
float fpx = 0.0;
do
{
w = (gaussian(n+f) - sharp)*wnorm;
if (VSHARP0 > 0.85)
{
if (abs(n+f) > FPR) { if (n < 0.0) fpx = -(n+f+FPR)/FPR; else fpx = (n+f-FPR)/FPR; fpx = min(fpx, 1.0); }
if (abs(n) <= 2.0*FPR) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); }
if (w < 0.0) w = clamp(w, mix(-0.18, 0.0, pow(fpx,VSHAR)), 0.0);
}
pixel = COMPAT_TEXTURE(Source, tex + n*dy).rgb;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEV);
color = color / wsum;
if (VSHARP0 > 0.85) color = mix(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), VAR);
FragColor = vec4(color, 1.0);
}

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#version 450
/*
Gaussian blur - vertical pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEV;
float SIGMA_V;
} params;
#pragma parameter SIZEV "Vertical Blur Radius" 5.0 0.0 40.0 1.0
#define SIZEV params.SIZEV
#pragma parameter SIGMA_V "Vertical Blur Sigma" 1.0 0.1 15.0 0.05
#define SIGMA_V params.SIGMA_V
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
float invsqrsigma = 1.0/(2.0*SIGMA_V*SIGMA_V);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
float f = fract(SourceSize.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec3 color = vec3(0.0);
vec2 dy = vec2(0.0, SourceSize.w);
float w;
float wsum = 0.0;
vec3 pixel;
float n = -SIZEV;
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dy).rgb;
w = gaussian(n+f);
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEV);
color = color / wsum;
FragColor = vec4(color, 1.0);
}