#version 150 uniform sampler2D tex_in; uniform int method_in; uniform float radius_in; uniform bool horiz_in; uniform bool vert_in; uniform bool repeat_edge_pixels_in; uniform vec2 ove_resolution; uniform int ove_iteration; in vec2 ove_texcoord; out vec4 fragColor; // Gaussian function uses PI #define M_PI 3.1415926535897932384626433832795 // Methods #define METHOD_BOX_BLUR 0 #define METHOD_GAUSSIAN_BLUR 1 // Mode #define MODE_NONE 0 #define MODE_HORIZONTAL 1 #define MODE_VERTICAL 2 // 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))); } int determine_mode() { if (radius_in == 0.0) { return MODE_NONE; } if (!horiz_in && !vert_in) { return MODE_NONE; } if (horiz_in && !vert_in) { return MODE_HORIZONTAL; } if (vert_in && !horiz_in) { return MODE_VERTICAL; } if (ove_iteration == 0) { return MODE_HORIZONTAL; } if (ove_iteration == 1) { return MODE_VERTICAL; } } void main(void) { int mode = determine_mode(); if (mode == MODE_NONE) { fragColor = texture(tex_in, ove_texcoord); return; } // 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 (method_in == METHOD_BOX_BLUR) { // Calculate the weight of each pixel based on the radius divider = 1.0 / real_radius; } else if (method_in == METHOD_GAUSSIAN_BLUR) { // 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 (method_in == METHOD_BOX_BLUR) { weight = divider; } else if (method_in == METHOD_GAUSSIAN_BLUR) { weight = gaussian2(i, 0.0, sigma) / divider; } vec2 pixel_coord = ove_texcoord; if (mode == MODE_HORIZONTAL) { pixel_coord.x += i / ove_resolution.x; } else if (mode == MODE_VERTICAL) { pixel_coord.y += i / ove_resolution.y; } if (repeat_edge_pixels_in || (pixel_coord.x >= 0.0 && pixel_coord.x < 1.0 && pixel_coord.y >= 0.0 && pixel_coord.y < 1.0)) { composite += texture(tex_in, pixel_coord) * weight; } } fragColor = composite; }