#version 450 // Implementation based on the article "Efficient Gaussian blur with linear sampling" // http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ /* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */ /*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ 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; #define HW 1.00 #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; void main() { vec2 texcoord = vTexCoord; vec2 PIXEL_SIZE = params.SourceSize.zw; float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 }; float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 }; vec4 color = texture(Source, texcoord) * sampleWeights[0]; for(int i = 1; i < 5; ++i) { color += texture(Source, texcoord + vec2(sampleOffsets[i]*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i]; color += texture(Source, texcoord - vec2(sampleOffsets[i]*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i]; } FragColor = vec4(color); }