Soundsystem weiter ausgebaut

This commit is contained in:
2026-07-05 10:39:32 +02:00
parent 63aa7aa104
commit 66d7956a28
273 changed files with 6045 additions and 2625 deletions

View File

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