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