#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float blurKernel; float sigma; vec2 pixelSize; int useOffscreenColor; // bool vec4 offscreenColor; }; layout(binding = 1) uniform sampler2D src; const float PI = 3.14159265359; const float sqrtDoublePI = sqrt(2.0 * PI); vec4 gaussianBlur(sampler2D tex, int miplevel) { vec4 col = vec4(0.0); float sum = 0; float k = ceil(blurKernel); // Normalize kernel weights for (float i = -k; i <= k; ++i) { sum += exp(-0.5 * pow(i / sigma, 2.0)) / (sqrtDoublePI * sigma); } for (float i = -k; i <= k; ++i) { vec2 coord = qt_TexCoord0 + (pixelSize * float(i)); float weight = exp(-0.5 * pow(i / sigma, 2.0)) / (sqrtDoublePI * sigma); if (useOffscreenColor != 0 && (coord.x > 1.0 || coord.y > 1.0 || coord.x < 0.0 || coord.y < 0.0)) { col += offscreenColor * weight / sum; } else { col += texture(tex, coord) * weight / sum; } } return col; } void main() { vec4 p = (blurKernel > 0) ? gaussianBlur(src, 0) : texture(src, qt_TexCoord0); fragColor = p * qt_Opacity; }