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hms-mediaengine/plugins/examples/com.hms.fx.gaussian_blur/shaders/gl/horizontal.frag
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#version 330 core
// HMS MediaEngine Gaussian Blur, horizontaler Pass (GLSL, Linux x64)
// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
uniform sampler2D u_input_texture;
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float param_radius;
uniform float u_quality_samples;
in vec2 v_uv;
out vec4 fragColor;
void main()
{
float radius = max(param_radius, 0.0);
vec4 src = texture(u_input_texture, v_uv);
if (radius < 0.01)
{
fragColor = src;
return;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
vec2 texel = vec2(1.0, 0.0) / u_resolution;
vec4 acc = vec4(0.0);
float total = 0.0;
for (float i = 0.0; i < samples; i += 1.0)
{
float t = i - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += texture(u_input_texture, v_uv + texel * (t * stepSize)) * w;
total += w;
}
fragColor = acc / total;
}