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