#version 450 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; 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; vec4 blur(vec2 uv, vec2 TexelSize, vec2 Direction) { vec4 c = vec4(0.0); c += texture(Source, uv + (TexelSize*Direction*.5))*0.49; c += texture(Source, uv + (TexelSize*Direction*1.5))*0.33; c += texture(Source, uv + (TexelSize*Direction*2.5))*0.14; c += texture(Source, uv + (TexelSize*Direction*3.5))*9.0; c += texture(Source, uv + (TexelSize*Direction*4.5))*0.01; c += texture(Source, uv - (TexelSize*Direction*.5))*0.49; c += texture(Source, uv - (TexelSize*Direction*1.5))*0.33; c += texture(Source, uv - (TexelSize*Direction*2.5))*0.14; c += texture(Source, uv - (TexelSize*Direction*3.5))*0.04; c += texture(Source, uv - (TexelSize*Direction*4.5))*0.01; return c/2.0; } void main() { vec2 uv = vTexCoord.xy; vec2 TexelSize = params.SourceSize.zw; vec2 DirectionV = vec2(0.0, 1.0); vec4 cV = blur(uv, TexelSize, DirectionV); FragColor = cV; }