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49
leenkx/Shaders/blur_bilat_pass/blur_bilat_pass.frag.glsl
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49
leenkx/Shaders/blur_bilat_pass/blur_bilat_pass.frag.glsl
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// Exclusive to volumetric light for now
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#version 450
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#include "compiled.inc"
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uniform sampler2D tex;
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uniform vec2 dir;
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uniform vec2 screenSize;
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in vec2 texCoord;
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out float fragColor;
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const float weight[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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float normpdf(float x, float sigma) {
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return 0.39894 * exp(-0.5 * x * x / (sigma * sigma)) / sigma;
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}
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float normpdf3(vec3 v, float sigma) {
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return 0.39894 * exp(-0.5 * dot(v, v) / (sigma * sigma)) / sigma;
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}
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void main() {
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vec2 step = (dir / screenSize.xy);
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vec3 colf = textureLod(tex, texCoord, 0.0).rgb * weight[0];
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float col;
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float sumfactor = 0.0;
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float factor;
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float f = 1.0 / normpdf(0.0, 1.0);
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fragColor = 0.0;
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for (int i = 1; i < 10; i++) {
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float fw = f * weight[i];
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vec2 s = step * (float(i) + 0.5);
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col = textureLod(tex, texCoord + s, 0.0).r;
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factor = normpdf3(col - colf, 1.0) * fw;
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sumfactor += factor;
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fragColor += factor * col;
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col = textureLod(tex, texCoord - s, 0.0).r;
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factor = normpdf3(col - colf, 1.0) * fw;
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sumfactor += factor;
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fragColor += factor * col;
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}
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fragColor /= sumfactor;
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}
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