#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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; #include "blur_params.inc" #define kernel(x) exp(-GLOW_FALLOFF * (x) * (x)) void main() { vec3 col = vec3(0.0); float dx = global.SourceSize.z; float k_total = 0.0; for (int i = -TAPS; i <= TAPS; i++) { float k = kernel(i); k_total += k; col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb; } FragColor = vec4(col / k_total, 1.0); }