#version 450 // Sunset Gaussian - Vertical Pass // by torridgristle // license: public domain layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; 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; layout(location = 1) out vec2 blurCoordinates[5]; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; blurCoordinates[0] = vTexCoord.xy; blurCoordinates[1] = vTexCoord.xy + params.OutputSize.zw * vec2(0.,1.407333); blurCoordinates[2] = vTexCoord.xy - params.OutputSize.zw * vec2(0.,1.407333); blurCoordinates[3] = vTexCoord.xy + params.OutputSize.zw * vec2(0.,3.294215); blurCoordinates[4] = vTexCoord.xy - params.OutputSize.zw * vec2(0.,3.294215); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 blurCoordinates[5]; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec4 sum = vec4(0.0); sum += texture(Source, blurCoordinates[0]) * 0.204164; sum += texture(Source, blurCoordinates[1]) * 0.304005; sum += texture(Source, blurCoordinates[2]) * 0.304005; sum += texture(Source, blurCoordinates[3]) * 0.093913; sum += texture(Source, blurCoordinates[4]) * 0.093913; FragColor = sum; }