// Exclusive to volumetric light for now #version 450 #include "compiled.inc" uniform sampler2D tex; uniform vec2 dir; uniform vec2 screenSize; in vec2 texCoord; out float fragColor; 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); float normpdf(float x, float sigma) { return 0.39894 * exp(-0.5 * x * x / (sigma * sigma)) / sigma; } float normpdf3(vec3 v, float sigma) { return 0.39894 * exp(-0.5 * dot(v, v) / (sigma * sigma)) / sigma; } void main() { vec2 step = (dir / screenSize.xy); vec3 colf = textureLod(tex, texCoord, 0.0).rgb * weight[0]; float col; float sumfactor = 0.0; float factor; float f = 1.0 / normpdf(0.0, 1.0); fragColor = 0.0; for (int i = 1; i < 10; i++) { float fw = f * weight[i]; vec2 s = step * (float(i) + 0.5); col = textureLod(tex, texCoord + s, 0.0).r; factor = normpdf3(col - colf, 1.0) * fw; sumfactor += factor; fragColor += factor * col; col = textureLod(tex, texCoord - s, 0.0).r; factor = normpdf3(col - colf, 1.0) * fw; sumfactor += factor; fragColor += factor * col; } fragColor /= sumfactor; }