#version 450 /* Gaussian blur - horizontal pass, dynamic range, resizable Copyright (C) 2020 - 2022 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 LinearizePassSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float glow; float SIZEH; float SIGMA_H; } params; #pragma parameter GDV_GDV_ADV_LINE " " 0 0 0.001 0.001 #pragma parameter GDV_GDV_ADV_TITLE_2 "[ --- GUEST-DrVenom Advanced --- ]:" 0.0 0.0 1.0 1.0 #pragma parameter bogus_glow "[ GLOW ]:" 0.0 0.0 1.0 1.0 #pragma parameter glow " Glow Strength -- glow" 0.08 -2.0 2.0 0.01 #define glow params.glow // Glow Strength #pragma parameter SIZEH " Horizontal Radius (Num Samples) -- SIZEH" 6.0 1.0 50.0 1.0 #define SIZEH params.SIZEH #pragma parameter SIGMA_H " Horizontal Sigma ( Spread ) -- SIGMA_H" 1.20 0.20 15.0 0.10 #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 LinearizePass; #define COMPAT_TEXTURE(c,d) texture(c,d) float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H); float gaussian(float x) { return exp(-x*x*invsqrsigma); } void main() { vec4 SourceSize1 = params.OriginalSize; float f = fract(SourceSize1.x * vTexCoord.x); f = 0.5 - f; vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; vec3 color = vec3(0.0); vec2 dx = vec2(SourceSize1.z, 0.0); float w; float wsum = 0.0; vec3 pixel; float n = -SIZEH; do { pixel = COMPAT_TEXTURE(LinearizePass, 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); }