Single-pass gaussian blur
https://www.shadertoy.com/view/4tSyzy
Shader code
shader_type canvas_item;
#define pow2(x) (x * x)
#define iResolution 1.0/SCREEN_PIXEL_SIZE
uniform sampler2D iChannel0;
uniform float strength : hint_range(0.0, 5.0, 0.1) = 1.0;
const float pi = atan(1.0) * 4.0;
const int samples = 35;
const float sigma = float(samples) * 0.25;
float gaussian(vec2 i) {
return 1.0 / (2.0 * pi * pow2(sigma)) * exp(-((pow2(i.x) + pow2(i.y)) / (2.0 * pow2(sigma))));
}
vec3 blur(sampler2D sp, vec2 uv, vec2 scale) {
vec3 col = vec3(0.0);
float accum = 0.0;
float weight;
vec2 offset;
for (int x = -samples / 2; x < samples / 2; ++x) {
for (int y = -samples / 2; y < samples / 2; ++y) {
offset = vec2(float(x), float(y));
weight = gaussian(offset);
col += texture(sp, uv + scale * offset).rgb * weight;
accum += weight;
}
}
return col / accum;
}
void fragment() {
vec2 ps = vec2(1.0) / iResolution.xy * .000001 * strength;
vec2 uv = UV ;
COLOR.rgb = blur(iChannel0, uv, ps );
COLOR.a = 1.0;
}