-// A simple unidirectional blur.
+// A simple un.directional blur.
+// DIRECTION_VERTICAL will be #defined to 1 if we are doing a vertical blur,
+// 0 otherwise.
-#define NUM_TAPS 16
-
-uniform vec4 PREFIX(samples)[NUM_TAPS + 1];
+// Implicit uniforms:
+// uniform vec2 PREFIX(samples)[NUM_TAPS / 2 + 1];
vec4 FUNCNAME(vec2 tc) {
- vec4 sum = vec4(PREFIX(samples)[0].z) * INPUT(tc);
- for (int i = 1; i < NUM_TAPS + 1; ++i) {
- vec4 sample = PREFIX(samples)[i];
- sum += vec4(sample.z) * (INPUT(tc - sample.xy) + INPUT(tc + sample.xy));
+ vec4 sum = vec4(PREFIX(samples)[0].y) * INPUT(tc);
+ for (int i = 1; i < NUM_TAPS / 2 + 1; ++i) {
+ vec2 sample = PREFIX(samples)[i];
+ vec2 sample1_tc = tc, sample2_tc = tc;
+#if DIRECTION_VERTICAL
+ sample1_tc.y -= sample.x;
+ sample2_tc.y += sample.x;
+#else
+ sample1_tc.x -= sample.x;
+ sample2_tc.x += sample.x;
+#endif
+ sum += vec4(sample.y) * (INPUT(sample1_tc) + INPUT(sample2_tc));
}
return sum;
}
+
+#undef DIRECTION_VERTICAL