54 lines
1.6 KiB
GLSL
54 lines
1.6 KiB
GLSL
/**
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* @file gaussianF.glsl
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*
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* $LicenseInfo:firstyear=2023&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2023, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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out vec4 frag_color;
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uniform sampler2D diffuseRect;
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uniform float resScale;
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// texture direction, will be <1, 0> or <0, 1>
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uniform vec2 direction;
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in vec2 vary_texcoord0;
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// get linear depth value given a depth buffer sample d and znear and zfar values
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float linearDepth(float d, float znear, float zfar);
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void main()
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{
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vec3 col = vec3(0,0,0);
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float w[9] = float[9]( 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 );
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for (int i = 0; i < 9; ++i)
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{
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vec2 tc = vary_texcoord0 + (i-4)*direction*resScale;
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col += texture(diffuseRect, tc).rgb * w[i];
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}
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frag_color = max(vec4(col, 0.0), vec4(0));
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}
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