Switched old blur to dual kawase

This commit is contained in:
vaxerski
2022-04-24 16:41:01 +02:00
parent 3b3718df3d
commit e5f8bca41c
3 changed files with 93 additions and 139 deletions

View File

@@ -164,46 +164,16 @@ 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);
}
uniform vec2 halfpixel;
void main() {
gl_FragColor = BlurH(resolution, v_texcoord) * alpha;
vec4 sum = texture2D(tex, v_texcoord) * 4.0;
sum += texture2D(tex, v_texcoord - halfpixel.xy * radius);
sum += texture2D(tex, v_texcoord + halfpixel.xy * radius);
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius);
sum += texture2D(tex, v_texcoord - vec2(halfpixel.x, -halfpixel.y) * radius);
gl_FragColor = sum / 8.0;
}
)#";
inline const std::string FRAGBLUR2 = R"#(
@@ -213,46 +183,19 @@ 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);
}
uniform vec2 halfpixel;
void main() {
gl_FragColor = BlurV(resolution, v_texcoord) * alpha;
vec4 sum = texture2D(tex, v_texcoord + vec2(-halfpixel.x * 2.0, 0.0) * radius);
sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, v_texcoord + vec2(0.0, halfpixel.y * 2.0) * radius);
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x * 2.0, 0.0) * radius);
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, v_texcoord + vec2(0.0, -halfpixel.y * 2.0) * radius);
sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
gl_FragColor = sum / 12.0;
}
)#";
inline const std::string TEXFRAGSRCEXT = R"#(