#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; 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 middleWeight = gaussian(0.0, sigma); float sum = middleWeight; if (horiz_blur && vert_blur) { for (float i=1.0;i<=radius;i++) { sum += (4.0*gaussian2(i, 0.0, sigma)); } for (float x=1.0;x<=radius;x++) { for (float y=1.0;y<=radius;y++) { sum += (4.0*gaussian2(x, y, sigma)); } } gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution)*(middleWeight/sum); for (float i=1.0;i<=radius;i++) { float weight = (gaussian2(i, 0.0, sigma)/sum); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-i, gl_FragCoord.y))/resolution)*(weight); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+i, gl_FragCoord.y))/resolution)*(weight); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+i))/resolution)*(weight); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y-i))/resolution)*(weight); } for (float x=1.0;x<=radius;x++) { for (float y=1.0;y<=radius;y++) { float weight = (gaussian2(x, y, sigma)/sum); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-x, gl_FragCoord.y-y))/resolution)*(weight); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-x, gl_FragCoord.y+y))/resolution)*(weight); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y-y))/resolution)*(weight); } } } else { for (float i=1.0;i<=radius;i++) { sum += (2.0*gaussian(i, sigma)); } gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution)*(middleWeight/sum); for (float i=1.0;i<=radius;i++) { float weight = gaussian(i, sigma)/sum; if (horiz_blur) { gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-i, gl_FragCoord.y))/resolution)*(weight); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+i, gl_FragCoord.y))/resolution)*(weight); } else { gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y-i))/resolution)*(weight); gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+i))/resolution)*(weight); } } } } }