#version 330 core // linear sampling gaussian blur (kernel size : 9) // from http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling uniform sampler2DRect colorSampler; layout(location = 0)out vec4 outColor; uniform int width; uniform int height; void main(void) { //vec3 color = vec3(0); vec3 color = texelFetch(colorSampler, ivec2(gl_FragCoord.x/width, gl_FragCoord.y/height)).xyz * 0.2270270270; #ifdef HORIZONTAL_BLUR float y = gl_FragCoord.y/height; color += texture(colorSampler, vec2((gl_FragCoord.x + 1.3846153846)/width, y)).xyz * 0.3162162162; color += texture(colorSampler, vec2((gl_FragCoord.x - 1.3846153846)/width, y)).xyz * 0.3162162162; color += texture(colorSampler, vec2((gl_FragCoord.x + 3.2307692308)/width, y)).xyz * 0.0702702703; color += texture(colorSampler, vec2((gl_FragCoord.x - 3.2307692308)/width, y)).xyz * 0.0702702703; #else float x = gl_FragCoord.x/width; color += texture(colorSampler, vec2(x, (gl_FragCoord.y + 1.3846153846)/height)).xyz * 0.3162162162; color += texture(colorSampler, vec2(x, (gl_FragCoord.y - 1.3846153846)/height)).xyz * 0.3162162162; color += texture(colorSampler, vec2(x, (gl_FragCoord.y + 3.2307692308)/height)).xyz * 0.0702702703; color += texture(colorSampler, vec2(x, (gl_FragCoord.y - 3.2307692308)/height)).xyz * 0.0702702703; #endif outColor = vec4(color, 1.0); }