
/*
====================================================================================================

    Copyright (C) 2025 Pyvtron VX Shaders - Pyvtron

    All Rights Reserved unless otherwise explicitly stated.

    Before You Do Something With Pyvtron VX Shaders, You MUST Read This:

    You Must Read The License: https://pyvtron.pages.dev/minecraft-shaders/pyvtron-shaders-license
    And Read The Agreement: https://pyvtron.pages.dev/minecraft-shaders/pyvtron-shaders-agreement

====================================================================================================
*/


layout(location = 0) out vec4 compositeOutput2;


#include "/Include/Uniforms.glsl"
#include "/Include/Core/Core.glsl"


in vec4 texcoord;

vec3 BlurV(vec2 coord)
{
	vec3 color = vec3(0.0);

	vec2 texel = 1.0 / vec2(viewWidth, viewHeight);

	float weights[5] = float[5](0.27343750, 0.21875000, 0.10937500, 0.03125000, 0.00390625);
	float offsets[5] = float[5](0.00000000, 1.00000000, 2.00000000, 3.00000000, 4.00000000);

	color += GammaToLinear(texture(colortex2, coord).rgb) * weights[0];

	for (int i = 1; i < 5; i++)
	{
		color += GammaToLinear(texture(colortex2, texel * vec2(0.0, offsets[i] * 1.0) + coord).rgb) * weights[i];
		color += GammaToLinear(texture(colortex2, -texel * vec2(0.0, offsets[i] * 1.0) + coord).rgb) * weights[i];
	}

	return color;
}

void main() {
	vec3 bloomColor = vec3(0.0);
	bloomColor = BlurV(texcoord.st);
	bloomColor = LinearToGamma(bloomColor);

	compositeOutput2 = vec4(bloomColor, 0.0);
}

/* DRAWBUFFERS:2 */
