#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 Glow Radius" 6.0 1.0 50.0 1.0 #define SIZEV params.SIZEV #pragma parameter SIGMA_V " Vertical Glow Sigma" 1.20 0.20 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) float invsqrsigma = 1.0/(2.0*SIGMA_V*SIGMA_V); float gaussian(float x) { return exp(-x*x*invsqrsigma); } void main() { vec4 SourceSize1 = vec4(params.SourceSize.x, params.OriginalSize.y, params.SourceSize.z, params.OriginalSize.w); float f = fract(SourceSize1.y * vTexCoord.y); f = 0.5 - f; vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; vec3 color = vec3(0.0); vec2 dy = vec2(0.0, SourceSize1.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); }