armory/Shaders/blur_gaus_pass/blur_gaus_pass.frag.glsl

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// Exclusive to bloom for now
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#version 450
#include "compiled.inc"
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uniform sampler2D tex;
uniform vec2 dir;
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uniform vec2 screenSize;
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#ifdef _CPostprocess
uniform vec3 PPComp11;
#endif
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in vec2 texCoord;
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out vec4 fragColor;
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const float weight[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
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void main() {
#ifdef _CPostprocess
vec2 step = (dir / screenSize.xy) * PPComp11.y;
#else
vec2 step = (dir / screenSize.xy) * bloomRadius;
#endif
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fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb * weight[0];
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for (int i = 1; i < 10; i++) {
vec2 s = step * (float(i) + 0.5);
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fragColor.rgb += textureLod(tex, texCoord + s, 0.0).rgb * weight[i];
fragColor.rgb += textureLod(tex, texCoord - s, 0.0).rgb * weight[i];
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}
#ifdef _CPostprocess
fragColor.rgb *= PPComp11.x / 5;
#else
fragColor.rgb *= bloomStrength / 5;
#endif
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fragColor.rgb = min(fragColor.rgb, 64.0);
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}