#version 450 core layout( location = 0 ) uniform sampler2D u_InputTexture; layout( location = 1 ) uniform vec2 u_OutputSize; layout( location = 2 ) uniform vec2 u_InputSize; layout( location = 3 ) uniform int u_SourceLOD; layout( location = 4 ) uniform vec2 u_Direction; layout( location = 5 ) uniform vec4 u_Weights; layout( location = 0 ) out vec3 color; void main( void ) { vec2 tmp = gl_FragCoord.xy / u_OutputSize; const float disp = 4; vec2 displace1 = vec2( disp * 1 ) * u_Direction / u_OutputSize; vec2 displace2 = vec2( disp * 2 ) * u_Direction / u_OutputSize; vec2 displace3 = vec2( disp * 3 ) * u_Direction / u_OutputSize; float wt = u_Weights.x + u_Weights.y * 2 + u_Weights.z * 2 + u_Weights.w * 2; color = u_Weights.x * textureLod( u_InputTexture , tmp , u_SourceLOD ).xyz + u_Weights.y * ( textureLod( u_InputTexture , tmp + displace1 , u_SourceLOD ).xyz + textureLod( u_InputTexture , tmp - displace1 , u_SourceLOD ).xyz ) + u_Weights.z * ( textureLod( u_InputTexture , tmp + displace2 , u_SourceLOD ).xyz + textureLod( u_InputTexture , tmp - displace2 , u_SourceLOD ).xyz ) + u_Weights.w * ( textureLod( u_InputTexture , tmp + displace3 , u_SourceLOD ).xyz + textureLod( u_InputTexture , tmp - displace3 , u_SourceLOD ).xyz ) ; color /= wt; }