Added blurring 🎉

This commit is contained in:
vaxerski
2022-04-09 16:51:08 +02:00
parent b7094200f6
commit 969bebbd06
7 changed files with 221 additions and 3 deletions

View File

@@ -138,6 +138,107 @@ void main() {
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
})#";
// thanks to Loadus
// https://www.shadertoy.com/view/Mtl3Rj
// for this pseudo-gaussian blur!
inline const std::string FRAGBLUR1 = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 resolution;
uniform float alpha;
float SCurve (float x) {
x = x * 2.0 - 1.0;
return -x * abs(x) * 0.5 + x + 0.5;
}
vec4 BlurH (vec2 size, vec2 uv) {
if (radius >= 1.0) {
vec4 A = vec4(0.0);
vec4 C = vec4(0.0);
float width = 1.0 / size.x;
float divisor = 0.0;
float weight = 0.0;
float radiusMultiplier = 1.0 / radius;
for (float x = -radius; x <= radius; x++) {
A = texture2D(tex, uv + vec2(x * width, 0.0));
weight = SCurve(1.0 - (abs(x) * radiusMultiplier));
C += A * weight;
divisor += weight;
}
return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return texture2D(tex, uv);
}
void main() {
gl_FragColor = BlurH(resolution, v_texcoord) * alpha;
}
)#";
inline const std::string FRAGBLUR2 = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 resolution;
uniform float alpha;
float SCurve (float x) {
x = x * 2.0 - 1.0;
return -x * abs(x) * 0.5 + x + 0.5;
}
vec4 BlurV (vec2 size, vec2 uv) {
if (radius >= 1.0) {
vec4 A = vec4(0.0);
vec4 C = vec4(0.0);
float height = 1.0 / size.y;
float divisor = 0.0;
float weight = 0.0;
float radiusMultiplier = 1.0 / radius;
for (float y = -radius; y <= radius; y++) {
A = texture2D(tex, uv + vec2(0.0, y * height));
weight = SCurve(1.0 - (abs(y) * radiusMultiplier));
C += A * weight;
divisor += weight;
}
return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return texture2D(tex, uv);
}
void main() {
gl_FragColor = BlurV(resolution, v_texcoord) * alpha;
}
)#";
inline const std::string TEXFRAGSRCEXT = R"#(
#extension GL_OES_EGL_image_external : require
@@ -189,4 +290,4 @@ void main() {
}
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
})#";
})#";