uniform sampler2D tex_in; uniform vec4 color_in; uniform float distance_in; uniform float angle_in; uniform float radius_in; uniform float opacity_in; uniform vec2 resolution_in; uniform sampler2D previous_iteration_in; uniform bool fast_in; uniform int ove_iteration; in vec2 ove_texcoord; out vec4 frag_color; // Gaussian function uses PI #define M_PI 3.1415926535897932384626433832795 // Single gaussian formula (unused, mainly here for documentation/just in case) //float gaussian(float x, float sigma) { // return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0)); //} // Double gaussian formula, actually used in the code below // Should be faster than the single gaussian above since it doesn't need sqrt() float gaussian2(float x, float y, float sigma) { return (1.0/((sigma*sigma)*2.0*M_PI))*exp(-0.5*(((x*x) + (y*y))/(sigma*sigma))); } void main(void) { if (ove_iteration == 2 || radius_in == 0.0) { // Merge step vec4 composite = texture(tex_in, ove_texcoord); if (composite.a < 1.0) { // Convert degrees to radians float shadow_angle = ((angle_in + 90.0)*M_PI)/180.0; vec2 shadow_offset = vec2(cos(shadow_angle) * distance_in, sin(shadow_angle) * distance_in); shadow_offset /= resolution_in; shadow_offset += ove_texcoord; vec4 shadow_color = texture(previous_iteration_in, shadow_offset); shadow_color.rgb = color_in.rgb * shadow_color.a; shadow_color *= 1.0 - composite.a; shadow_color *= opacity_in; composite += shadow_color; } frag_color = composite; } else { // We only sample on hard pixels, so we don't accept decimal radii float real_radius = ceil(radius_in); vec4 composite = vec4(0.0); float divider, sigma; if (fast_in) { // Calculate the weight of each pixel based on the radius divider = 1.0 / real_radius; } else { // Using (radius = 3 * sigma) because 3 standard deviations covers 97% of the blur according to this document: // http://chemaguerra.com/gaussian-filter-radius/ sigma = real_radius; real_radius *= 3.0; // Use gaussian formula to calculate the weight of all pixels divider = 0.0; for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) { divider += gaussian2(i, 0.0, sigma); } } for (float i = -real_radius + 0.5; i <= real_radius; i += 2.0) { float weight; if (fast_in) { weight = divider; } else { weight = gaussian2(i, 0.0, sigma) / divider; } vec2 pixel_coord = ove_texcoord; vec4 tex_col; if (ove_iteration == 0) { pixel_coord.x += i / resolution_in.x; // Pull from main texture tex_col = texture(tex_in, pixel_coord); } else if (ove_iteration == 1) { pixel_coord.y += i / resolution_in.y; // Pull from previous iteration tex_col = texture(previous_iteration_in, pixel_coord); } composite += tex_col * weight; } frag_color = composite; } }