Update leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl
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		@ -10,39 +10,31 @@ uniform sampler2D gbuffer0;
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uniform vec2 dirInv; // texStep
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in vec2 texCoord;
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out vec3 fragColor;
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out float fragColor;
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// const float blurWeights[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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// const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
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const float blurWeights[16] = float[](
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    0.072572, 0.065472, 0.056373, 0.040780,
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    0.024950, 0.013482, 0.008275, 0.003934,
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    0.001912, 0.000535, 0.132572, 0.125472,
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    0.106373, 0.080780, 0.054950, 0.033482
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);
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const float blurWeights[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
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const float discardThreshold = 0.95;
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void main() {
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	vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
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	fragColor = textureLod(tex, texCoord, 0.0).rgb * blurWeights[0];
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	fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
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	float weight = blurWeights[0];
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	for (int i = 1; i < 16; ++i) {
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	for (int i = 1; i < 8; ++i) {
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		float posadd = i;// + 0.5;
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		vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + i * dirInv, 0.0).rg);
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		float influenceFactor = smoothstep(0.5, discardThreshold, dot(nor2, nor));
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		vec3 col = textureLod(tex, texCoord + posadd * dirInv, 0.0).rgb;
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		float influenceFactor = step(discardThreshold, dot(nor2, nor));
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		float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r;
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		float w = blurWeights[i] * influenceFactor;
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		fragColor += col * w;
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		weight += w;
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		nor2 = getNor(textureLod(gbuffer0, texCoord - i * dirInv, 0.0).rg);
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		influenceFactor = step(discardThreshold, dot(nor2, nor));
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		col = textureLod(tex, texCoord - posadd * dirInv, 0.0).rgb;
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		col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
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		w = blurWeights[i] * influenceFactor;
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		fragColor += col * w;
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		weight += w;
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