uniform sampler2D colortex6;
uniform vec2 texelSize;
uniform float viewWidth;
uniform float viewHeight;
vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
vec3 gauss1D(vec2 coord,vec2 dir,float alpha,int maxIT){
	vec4 tot = vec4(0.);
	float maxTC = 0.25*resScale.x;
	float minTC = 0.;
	for (int i = -maxIT;i<maxIT+1;i++){
		float weight = exp(-i*i*alpha*4.0);
		//here we take advantage of bilinear filtering for 2x less sample, as a side effect the gaussian won't be totally centered for small blurs
		vec2 spCoord = coord+dir*texelSize*(2.0*i+0.5);
		tot += vec4(texture(colortex6,spCoord).rgb,1.0)*weight*float(spCoord.x > minTC && spCoord.x < maxTC);
	}
	return  tot.rgb/max(1.0,tot.a);
}

//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////

void main() {
/* RENDERTARGETS:6 */

vec2 texcoord = (gl_FragCoord.xy*vec2(2.0,4.0))*texelSize;
vec2 gaussDir = vec2(1.0,0.0);
gl_FragData[0].rgb = vec3(0.0);
vec2 tc2 = texcoord*vec2(2.0,1.)/2.;
if (tc2.x < 1.0*resScale.x && tc2.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc2/2,gaussDir,0.16,0);

vec2 tc4 = texcoord*vec2(4.0,1.)/2.-vec2(0.5*resScale.x+4.0*texelSize.x,0.)*2.0;
if (tc4.x > 0.0 && tc4.y > 0.0 && tc4.x < 1.0*resScale.x && tc4.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc4/2,gaussDir,0.16,3);

vec2 tc8 = texcoord*vec2(8.0,1.)/2.-vec2(0.75*resScale.x+8.*texelSize.x,0.)*4.0;
if (tc8.x > 0.0 && tc8.y > 0.0 && tc8.x < 1.0*resScale.x && tc8.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc8/2,gaussDir,0.035,6);

vec2 tc16 = texcoord*vec2(8.0,1./2.)-vec2(0.875*resScale.x+12.*texelSize.x,0.)*8.0;
if (tc16.x > 0.0 && tc16.y > 0.0 && tc16.x < 1.0*resScale.x && tc16.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc16/2,gaussDir,0.0085,12);

vec2 tc32 = texcoord*vec2(16.0,1./2.)-vec2(0.9375*resScale.x+16.*texelSize.x,0.)*16.0;
if (tc32.x > 0.0 && tc32.y > 0.0 && tc32.x < 1.0*resScale.x && tc32.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc32/2,gaussDir,0.002,28);

vec2 tc64 = texcoord*vec2(32.0,1./2.)-vec2(0.96875*resScale.x+20.*texelSize.x,0.)*32.0;
if (tc64.x > 0.0 && tc64.y > 0.0 && tc64.x < 1.0*resScale.x && tc64.y <1.0*resScale.y)
gl_FragData[0].xyz = gauss1D(tc64/2,gaussDir,0.0005,60);

gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
}
