| /**************************************************************************** |
| ** |
| ** 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 |
| ** Licensees holding valid commercial Qt licenses may use this file in |
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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 |
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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; |
| } |