1#version 450
2
3layout(push_constant) uniform Push
4{
5	vec4 SourceSize;
6	vec4 OriginalSize;
7	vec4 OutputSize;
8	uint FrameCount;
9} params;
10
11layout(std140, set = 0, binding = 0) uniform UBO
12{
13	mat4 MVP;
14} global;
15
16#include "blur_params.inc"
17
18#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
19
20#pragma stage vertex
21layout(location = 0) in vec4 Position;
22layout(location = 1) in vec2 TexCoord;
23layout(location = 0) out vec2 vTexCoord;
24
25void main()
26{
27   gl_Position = global.MVP * Position;
28   vTexCoord = TexCoord;
29}
30
31#pragma stage fragment
32layout(location = 0) in vec2 vTexCoord;
33layout(location = 0) out vec4 FragColor;
34layout(set = 0, binding = 2) uniform sampler2D Source;
35
36void main()
37{
38	vec3 col = vec3(0.0);
39	float dx = params.SourceSize.z;
40
41	float k_total = 0.0;
42	for (int i = -TAPS; i <= TAPS; i++)
43		{
44		float k = kernel(i);
45		k_total += k;
46		col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb;
47		}
48   FragColor = vec4(col / k_total, 1.0);
49}
50