blob: 5a7ca023f152810a05b8b1f3f379add73e8df4c8 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2014 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
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** accordance with the commercial license agreement provided with the
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** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
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****************************************************************************/
#define QSSG_ENABLE_UV0 1
#define QSSG_ENABLE_WORLD_POSITION 1
#define QSSG_ENABLE_TEXTAN 1
vec3 texCoord0;
out vec4 fragColor;
uniform sampler2D BlurBuffer;
void main()
{
vec2 texSize = vec2( textureSize( BlurBuffer, 0 ) );
texSize = vec2(1.0) / texSize;
texCoord0.z = 0.0;
texCoord0.xy = vec2(gl_FragCoord.xy * texSize);
float sigma = clamp(blur_size * 0.5, 0.5, 100.0);
int smpCount = int(ceil( sigma ));
vec4 value = texture(BlurBuffer, texCoord0.xy);
float wtsum = 1.0;
for (int i = 1; i <= smpCount; ++i)
{
// Base 2 Gaussian blur
float wt = float(i) / (sigma * 0.5);
wt = exp2( -wt*wt );
vec2 texOfs = vec2(i, 0) * texSize;
value += wt * texture(BlurBuffer, texCoord0.xy+texOfs);
value += wt * texture(BlurBuffer, texCoord0.xy-texOfs);
wtsum += wt * 2.0;
}
fragColor = value / wtsum;
fragColor.a = 1.0;
}