#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" uniform sampler2D tex; uniform sampler2D gbuffer0; uniform vec2 dirInv; // texStep in vec2 texCoord; out float fragColor; const float blurWeights[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); // const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535); const float discardThreshold = 0.95; float doBlur(const float blurWeight, const int pos, const vec3 nor, const vec2 texCoord) { const float posadd = pos + 0.5; vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + pos * dirInv, 0.0).rg); float influenceFactor = step(discardThreshold, dot(nor2, nor)); float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r; fragColor += col * blurWeight * influenceFactor; float weight = blurWeight * influenceFactor; nor2 = getNor(textureLod(gbuffer0, texCoord - pos * dirInv, 0.0).rg); influenceFactor = step(discardThreshold, dot(nor2, nor)); col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r; fragColor += col * blurWeight * influenceFactor; weight += blurWeight * influenceFactor; return weight; } void main() { vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg); fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0]; float weight = blurWeights[0]; for (int i = 1; i < 5; i++) { weight += doBlur(blurWeights[i], i, nor, texCoord); } fragColor = fragColor / weight; }