peytonplayz585-shadow-3.0/desktopRuntime/resources/assets/eagler/glsl/deferred/post_bloom_blur.fsh

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2023-08-26 14:31:51 -07:00
#line 2
/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_position2f;
layout(location = 0) out vec4 output4f;
uniform sampler2D u_inputTexture;
uniform vec2 u_sampleOffset2f;
uniform vec4 u_outputSize4f;
void main() {
vec2 alignedUV = (floor(v_position2f * u_outputSize4f.xy) + 0.5) * u_outputSize4f.zw;
vec4 accum = textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 7.0, 0.0) * 0.0005;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 6.0, 0.0) * 0.0024;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 5.0, 0.0) * 0.0092;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 4.0, 0.0) * 0.0278;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 3.0, 0.0) * 0.0656;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f * 2.0, 0.0) * 0.1210;
accum += textureLod(u_inputTexture, alignedUV - u_sampleOffset2f, 0.0) * 0.1747;
accum += textureLod(u_inputTexture, alignedUV, 0.0) * 0.1974;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f, 0.0) * 0.1747;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 2.0, 0.0) * 0.1210;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 3.0, 0.0) * 0.0656;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 4.0, 0.0) * 0.0278;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 5.0, 0.0) * 0.0092;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 6.0, 0.0) * 0.0024;
accum += textureLod(u_inputTexture, alignedUV + u_sampleOffset2f * 7.0, 0.0) * 0.0005;
output4f = accum;
}