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#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;
}
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