/*{
"CREDIT": "by zoidberg WOOP WOOP WOOP WOOP WOOP",
"ISFVSN": "2",
"CATEGORIES": [
"Blur"
],
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "blurAmount",
"TYPE": "float",
"MIN": 0.0,
"MAX": 12.0,
"DEFAULT": 12.0
}
],
"PASSES": [
{
"TARGET": "halfSizeBaseRender",
"WIDTH": "floor($WIDTH/2.0)",
"HEIGHT": "floor($HEIGHT/2.0)",
"DESCRIPTION": "Pass 0"
},
{
"TARGET": "quarterSizeBaseRender",
"WIDTH": "floor($WIDTH/4.0)",
"HEIGHT": "floor($HEIGHT/4.0)",
"DESCRIPTION": "Pass 1"
},
{
"TARGET": "eighthSizeBaseRender",
"WIDTH": "floor($WIDTH/8.0)",
"HEIGHT": "floor($HEIGHT/8.0)",
"DESCRIPTION": "Pass 2"
},
{
"TARGET": "quarterGaussA",
"WIDTH": "floor($WIDTH/4.0)",
"HEIGHT": "floor($HEIGHT/4.0)",
"DESCRIPTION": "Pass 3"
},
{
"TARGET": "quarterGaussB",
"WIDTH": "floor($WIDTH/4.0)",
"HEIGHT": "floor($HEIGHT/4.0)",
"DESCRIPTION": "Pass 4"
},
{
"TARGET": "fullGaussA",
"DESCRIPTION": "Pass 5"
},
{
"TARGET": "fullGaussB",
"DESCRIPTION": "Pass 6"
}
]
}*/
#if __VERSION__ <= 120
varying vec2 texOffsets[5];
#else
in vec2 texOffsets[5];
#endif
void main() {
int blurLevel = int(floor(blurAmount/6.0));
float blurLevelModulus = mod(blurAmount, 6.0);
// first three passes are just copying the input image into the buffer at varying sizes
if (PASSINDEX==0) {
gl_FragColor = IMG_NORM_PIXEL(inputImage, isf_FragNormCoord);
}
else if (PASSINDEX==1) {
gl_FragColor = IMG_NORM_PIXEL(halfSizeBaseRender, isf_FragNormCoord);
}
else if (PASSINDEX==2) {
gl_FragColor = IMG_NORM_PIXEL(quarterSizeBaseRender, isf_FragNormCoord);
}
// start reading from the previous stage- each two passes completes a gaussian blur, then
// we increase the resolution & blur (the lower-res blurred image from the previous pass) again...
else if (PASSINDEX == 3) {
vec4 sample0 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[0]);
vec4 sample1 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[1]);
vec4 sample2 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[2]);
vec4 sample3 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[3]);
vec4 sample4 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[4]);
//gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0);
gl_FragColor = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgba / (5.0));
}
else if (PASSINDEX == 4) {
vec4 sample0 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[0]);
vec4 sample1 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[1]);
vec4 sample2 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[2]);
vec4 sample3 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[3]);
vec4 sample4 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[4]);
//gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0);
gl_FragColor = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgba / (5.0));
}
// ...writes into the full-size
else if (PASSINDEX == 5) {
vec4 sample0 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[0]);
vec4 sample1 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[1]);
vec4 sample2 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[2]);
gl_FragColor = vec4((sample0 + sample1 + sample2).rgba / (3.0));
}
else if (PASSINDEX == 6) {
// this is the last pass- calculate the blurred image as i have in previous passes, then mix it in with the full-size input image using the blur amount so i get a smooth transition into the blur at low blur levels
vec4 sample0 = IMG_NORM_PIXEL(fullGaussA,texOffsets[0]);
vec4 sample1 = IMG_NORM_PIXEL(fullGaussA,texOffsets[1]);
vec4 sample2 = IMG_NORM_PIXEL(fullGaussA,texOffsets[2]);
vec4 blurredImg = vec4((sample0 + sample1 + sample2).rgba / (3.0));
if (blurLevel == 0)
gl_FragColor = mix(IMG_NORM_PIXEL(inputImage,isf_FragNormCoord), blurredImg, (blurLevelModulus/6.1));
else
gl_FragColor = blurredImg;
}
}