#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 int iteration; varying vec2 vTexCoord; 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) { float rad = ceil(sigma); float sum = 0.0; vec4 color = vec4(0.0); bool radius_is_zero = (rad == 0.0); if (!radius_is_zero) { for (float x=-rad+0.5;x<=rad;x+=2.0) { sum += gaussian2(x, 0.0, sigma); } } if (iteration == 0 && horiz_blur && !radius_is_zero) { for (float x=-rad+0.5;x<=rad;x+=2.0) { float weight = (gaussian2(x, 0.0, sigma)/sum); color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y))/resolution)*(weight); } gl_FragColor = color; } else if (iteration == 1 && vert_blur && !radius_is_zero) { for (float x=-rad+0.5;x<=rad;x+=2.0) { float weight = (gaussian2(0.0, x, sigma)/sum); color += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+x))/resolution)*(weight); } gl_FragColor = color; } else { gl_FragColor = texture2D(image, vTexCoord); } }