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