#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 }