#version 110 #define M_PI 3.1415926535897932384626433832795 uniform sampler2D image; uniform float radius; uniform float sigma; uniform vec2 resolution; uniform bool horiz_blur; uniform bool vert_blur; uniform bool opt; float gaussian(float x, float sigma) { return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0)); } float gaussian2(float x, float y, float sigma) { return (1.0/(pow(sigma, 2.0)*2.0*M_PI))*exp(-0.5*((pow(x, 2.0) + pow(y, 2.0))/pow(sigma, 2.0))); } void main(void) { if (radius == 0.0 || sigma == 0.0 || (!horiz_blur && !vert_blur)) { gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution); } else { float rad = floor(radius); float x_rad = horiz_blur ? rad : 0.5; float y_rad = vert_blur ? rad : 0.5; float sum = 0.0; for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) { for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) { sum += gaussian2(x, y, sigma); } } for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) { for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) { float weight = (gaussian2(x, y, sigma)/sum); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight); } } } }