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scene is rendered to different mip map levels but it aint blured jsut…
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… pixelated
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wpsimon09 committed Jul 21, 2024
1 parent d38145d commit b01efbb
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Showing 3 changed files with 8 additions and 14 deletions.
4 changes: 2 additions & 2 deletions FragmentShader/Postprocessing/BlurHorizontaly.frag
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
out vec4 FragCol;
in vec2 TexCoords;

uniform int roughness;
uniform float texOffsetX;
uniform sampler2D Scene;


Expand All @@ -13,7 +13,7 @@ void main() {
float kernel[7] = float[](0.128, 0.144, 0.155, 0.160, 0.155, 0.144, 0.128);
vec4 color = vec4(0.0);
for (int i = -3; i <= 3; ++i) {
color += texture(Scene, TexCoords + vec2(i)) * kernel[i + 3];
color += texture(Scene, TexCoords + vec2(i)*texOffsetX) * kernel[i + 3];
}
FragCol = color;
}
4 changes: 2 additions & 2 deletions FragmentShader/Postprocessing/BlurVertically.frag
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
out vec4 FragCol;
in vec2 TexCoords;

uniform int roughness;
uniform float texOffSetY;
uniform sampler2D Scene;


Expand All @@ -12,7 +12,7 @@ float kernel[7] = float[](0.128, 0.144, 0.155, 0.160, 0.155, 0.144, 0.128);
void main() {
vec4 color = vec4(0.0);
for (int i = -3; i <= 3; ++i) {
color += texture(Scene , TexCoords + vec2(0.0, i)) * kernel[i + 3];
color += texture(Scene , TexCoords + vec2(0.0, i)*texOffSetY) * kernel[i + 3];
}
FragCol = color;

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Original file line number Diff line number Diff line change
Expand Up @@ -89,23 +89,17 @@ std::shared_ptr<Texture2D> PostProcessingRenderer::blurToMipMaps(std::shared_ptr
glViewport(0, 0, mipW, mipH);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

auto shader = convolutionFrameBuffer.getShader();
auto restult = this->blur(textureToConvolve,mip);
ShaderHelper::setTextureToShader(shader, *restult, "FragmentColor" );

this->convolutionFrameBuffer.renderGeomtry();
/*
verticalShader->use();
float texOffsetY = 1/mipW;
float texOffsetY = 1/mipH;
verticalShader->setFloat("texOffSetY", texOffsetY);
ShaderHelper::setTextureToShader(verticalShader, *textureToConvolve, "Scene");
convolutionFrameBuffer.renderGeomtry();

glClear(GL_COLOR_BUFFER_BIT);
horizontalShader->use();
float texOffsetX = 1/mipW;
horizontalShader->setFloat("texOffsetX", texOffsetY);
ShaderHelper::setTextureToShader(horizontalShader, *textureToConvolve, "Scene");
convolutionFrameBuffer.renderGeomtry();*/
convolutionFrameBuffer.renderGeomtry();
}


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