// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #include "texturesample.glsllib" VARYING vec2 TexCoord0; VARYING vec2 TexCoord1; VARYING vec2 TexCoord2; VARYING vec2 TexCoord3; VARYING vec2 TexCoord4; VARYING vec2 TexCoord5; VARYING vec2 TexCoord6; #define WT7_0 20.0 #define WT7_1 15.0 #define WT7_2 6.0 #define WT7_3 1.0 #define WT7_NORMALIZE (WT7_0+2.0*(WT7_1+WT7_2+WT7_3)) #if QSHADER_VIEW_COUNT >= 2 vec4 gaussianBlur(sampler2DArray inSampler) #else vec4 gaussianBlur(sampler2D inSampler) #endif { vec4 OutCol = vec4(0.0); OutCol += SAMPLE(inSampler, TexCoord0) * ( WT7_1/WT7_NORMALIZE ); OutCol += SAMPLE(inSampler, TexCoord1) * ( WT7_2/WT7_NORMALIZE ); OutCol += SAMPLE(inSampler, TexCoord2) * ( WT7_3/WT7_NORMALIZE ); OutCol += SAMPLE(inSampler, TexCoord3) * ( WT7_0/WT7_NORMALIZE ); OutCol += SAMPLE(inSampler, TexCoord4) * ( WT7_1/WT7_NORMALIZE ); OutCol += SAMPLE(inSampler, TexCoord5) * ( WT7_2/WT7_NORMALIZE ); OutCol += SAMPLE(inSampler, TexCoord6) * ( WT7_3/WT7_NORMALIZE ); return OutCol; } void MAIN() { FRAGCOLOR = gaussianBlur(lensFlareTexture); }