godan
Here is the single pass blur glsl:
float normpdf(in float x, in float sigma)
{
return 0.39894*exp(-0.5*x*x/(sigma*sigma))/sigma;
}
vec3 OnePassBlur(sampler2D texSampler, vec2 texCoord, float blurScale)
{
//declare stuff
const int mSize = 7;
const int kSize = (mSize-1)/2;
float kernel[mSize];
vec3 final_colour = vec3(0.0);
//create the 1-D kernel
float sigma = 7.0;
float Z = 0.0;
for (int j = 0; j <= kSize; ++j)
{
kernel[kSize+j] = kernel[kSize-j] = normpdf(float(j), sigma);
}
//get the normalization factor (as the gaussian has been clamped)
for (int j = 0; j < mSize; ++j)
{
Z += kernel[j];
}
//read out the texels
for (int i=-kSize; i <= kSize; ++i)
{
for (int j=-kSize; j <= kSize; ++j)
{
final_colour += kernel[kSize+j]*kernel[kSize+i]*texture2D(texSampler, (texCoord.xy+ blurScale * vec2(float(i),float(j)))).rgb;
}
}
return final_colour/(Z*Z);
}