#version 150 in vec4 ambientUV; in vec3 ray; out vec4 fragColour; uniform vec4 invTexSize; uniform sampler2D map; uniform sampler2D geomMap; #define NUM_BLUR_SAMPLES 8 void main() { vec2 o = vec2(0, invTexSize.y); vec4 sum = textureLod(map, ambientUV.xy, ambientUV.w) * (NUM_BLUR_SAMPLES + 1); float denom = NUM_BLUR_SAMPLES + 1; vec4 geom = textureLod(geomMap, ambientUV.xy, ambientUV.w); for (int i = 1; i <= NUM_BLUR_SAMPLES; ++i) { vec2 nuv = ambientUV.xy + o * i; vec4 nGeom = textureLod(geomMap, nuv, 0); float coef = (NUM_BLUR_SAMPLES + 1 - i) * step(0.9, (dot(geom.xyz, nGeom.xyz))); sum += textureLod(map, nuv, 0) * coef; denom += coef; } for (int i = 1; i <= 4; ++i) { vec2 nuv = ambientUV.xy + o * -i; vec4 nGeom = textureLod(geomMap, nuv, 0); float coef = (NUM_BLUR_SAMPLES + 1 - i) * step(0.9, (dot(geom.xyz, nGeom.xyz))); sum += textureLod(map, nuv, 0) * coef; denom += coef; } fragColour = sum / denom; }