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fft_fragment_program_blur.glsl.frag.h
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1 #include "shaders_common.h"
2 
3 static const char *fft_fragment_program_blur = GLSL_300(
4  precision mediump float;
5  precision highp int;
6  precision highp usampler2D;
7  precision highp isampler2D;
8  in vec2 vTex;
9  out vec4 FragColor;
10  uniform sampler2D sHeight;
11 
12  void main() {
13  float k = 0.0;
14  float t;
15  vec4 res = vec4(0.0);
16  \n#define kernel(x, y) t = exp(-0.35 * float((x) * (x) + (y) * (y))); k += t; res += t * textureLodOffset(sHeight, vTex, 0.0, ivec2(x, y))\n
17  kernel(-1, -2);
18  kernel(-1, -1);
19  kernel(-1, 0);
20  kernel( 0, -2);
21  kernel( 0, -1);
22  kernel( 0, 0);
23  kernel( 1, -2);
24  kernel( 1, -1);
25  kernel( 1, 0);
26  FragColor = res / k;
27  }
28 );
#define GLSL_300(src)
Definition: shaders_common.h:11
sampler2DBase< glm::vec4 > sampler2D
Definition: sampler.hpp:94
GLuint res
Definition: glext.h:10520
GLdouble GLdouble t
Definition: glext.h:6398
struct passwd out
Definition: missing_libc_functions.c:51
#define exp(a)
Definition: math.h:32
GLenum GLint GLint * precision
Definition: glext.h:8206
sampler2DBase< glm::ivec4 > isampler2D
Definition: sampler.hpp:95
GLint GLint GLint GLint GLint GLint y
Definition: glext.h:6295
GLint GLint GLint GLint GLint x
Definition: glext.h:6295
GLuint in
Definition: glext.h:10523
static const char * fft_fragment_program_blur
Definition: fft_fragment_program_blur.glsl.frag.h:3
int main(int argc, char *argv[])
Definition: send-presence.c:197
sampler2DBase< glm::uvec4 > usampler2D
Definition: sampler.hpp:96
GLdouble n
Definition: glext.h:8396