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45
blight-assets/src/main/resources/Shaders/GaussianBlur.frag
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45
blight-assets/src/main/resources/Shaders/GaussianBlur.frag
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform sampler2D m_Texture;
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uniform float m_BlurScale;
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in vec2 texCoord;
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// 5x5 Gauß-Kernel (σ≈1.2, vollständig normiert)
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void main() {
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vec2 ts = m_BlurScale / vec2(textureSize(m_Texture, 0));
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vec4 c = vec4(0.0);
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c += texture2D(m_Texture, texCoord + vec2(-2.0, -2.0) * ts) * 0.00731;
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c += texture2D(m_Texture, texCoord + vec2(-1.0, -2.0) * ts) * 0.02075;
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c += texture2D(m_Texture, texCoord + vec2( 0.0, -2.0) * ts) * 0.02936;
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c += texture2D(m_Texture, texCoord + vec2( 1.0, -2.0) * ts) * 0.02075;
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c += texture2D(m_Texture, texCoord + vec2( 2.0, -2.0) * ts) * 0.00731;
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c += texture2D(m_Texture, texCoord + vec2(-2.0, -1.0) * ts) * 0.02075;
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c += texture2D(m_Texture, texCoord + vec2(-1.0, -1.0) * ts) * 0.05890;
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c += texture2D(m_Texture, texCoord + vec2( 0.0, -1.0) * ts) * 0.08334;
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c += texture2D(m_Texture, texCoord + vec2( 1.0, -1.0) * ts) * 0.05890;
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c += texture2D(m_Texture, texCoord + vec2( 2.0, -1.0) * ts) * 0.02075;
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c += texture2D(m_Texture, texCoord + vec2(-2.0, 0.0) * ts) * 0.02936;
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c += texture2D(m_Texture, texCoord + vec2(-1.0, 0.0) * ts) * 0.08334;
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c += texture2D(m_Texture, texCoord + vec2( 0.0, 0.0) * ts) * 0.11792;
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c += texture2D(m_Texture, texCoord + vec2( 1.0, 0.0) * ts) * 0.08334;
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c += texture2D(m_Texture, texCoord + vec2( 2.0, 0.0) * ts) * 0.02936;
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c += texture2D(m_Texture, texCoord + vec2(-2.0, 1.0) * ts) * 0.02075;
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c += texture2D(m_Texture, texCoord + vec2(-1.0, 1.0) * ts) * 0.05890;
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c += texture2D(m_Texture, texCoord + vec2( 0.0, 1.0) * ts) * 0.08334;
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c += texture2D(m_Texture, texCoord + vec2( 1.0, 1.0) * ts) * 0.05890;
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c += texture2D(m_Texture, texCoord + vec2( 2.0, 1.0) * ts) * 0.02075;
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c += texture2D(m_Texture, texCoord + vec2(-2.0, 2.0) * ts) * 0.00731;
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c += texture2D(m_Texture, texCoord + vec2(-1.0, 2.0) * ts) * 0.02075;
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c += texture2D(m_Texture, texCoord + vec2( 0.0, 2.0) * ts) * 0.02936;
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c += texture2D(m_Texture, texCoord + vec2( 1.0, 2.0) * ts) * 0.02075;
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c += texture2D(m_Texture, texCoord + vec2( 2.0, 2.0) * ts) * 0.00731;
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gl_FragColor = c; // Gewichte summieren sich auf 1.0
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}
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