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https://github.com/hyprwm/Hyprland.git
synced 2025-08-06 07:01:57 -07:00
Switched old blur to dual kawase
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@@ -164,46 +164,16 @@ uniform sampler2D tex;
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uniform float radius;
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uniform vec2 resolution;
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uniform float alpha;
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float SCurve (float x) {
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x = x * 2.0 - 1.0;
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return -x * abs(x) * 0.5 + x + 0.5;
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}
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vec4 BlurH (vec2 size, vec2 uv) {
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if (radius >= 1.0) {
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vec4 A = vec4(0.0);
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vec4 C = vec4(0.0);
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float width = 1.0 / size.x;
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float divisor = 0.0;
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float weight = 0.0;
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float radiusMultiplier = 1.0 / radius;
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for (float x = -radius; x <= radius; x++) {
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A = texture2D(tex, uv + vec2(x * width, 0.0));
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weight = SCurve(1.0 - (abs(x) * radiusMultiplier));
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C += A * weight;
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divisor += weight;
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}
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return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
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}
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return texture2D(tex, uv);
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}
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uniform vec2 halfpixel;
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void main() {
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gl_FragColor = BlurH(resolution, v_texcoord) * alpha;
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vec4 sum = texture2D(tex, v_texcoord) * 4.0;
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sum += texture2D(tex, v_texcoord - halfpixel.xy * radius);
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sum += texture2D(tex, v_texcoord + halfpixel.xy * radius);
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sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius);
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sum += texture2D(tex, v_texcoord - vec2(halfpixel.x, -halfpixel.y) * radius);
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gl_FragColor = sum / 8.0;
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}
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)#";
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inline const std::string FRAGBLUR2 = R"#(
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@@ -213,46 +183,19 @@ uniform sampler2D tex;
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uniform float radius;
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uniform vec2 resolution;
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uniform float alpha;
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float SCurve (float x) {
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x = x * 2.0 - 1.0;
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return -x * abs(x) * 0.5 + x + 0.5;
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}
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vec4 BlurV (vec2 size, vec2 uv) {
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if (radius >= 1.0) {
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vec4 A = vec4(0.0);
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vec4 C = vec4(0.0);
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float height = 1.0 / size.y;
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float divisor = 0.0;
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float weight = 0.0;
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float radiusMultiplier = 1.0 / radius;
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for (float y = -radius; y <= radius; y++) {
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A = texture2D(tex, uv + vec2(0.0, y * height));
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weight = SCurve(1.0 - (abs(y) * radiusMultiplier));
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C += A * weight;
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divisor += weight;
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}
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return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
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}
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return texture2D(tex, uv);
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}
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uniform vec2 halfpixel;
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void main() {
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gl_FragColor = BlurV(resolution, v_texcoord) * alpha;
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vec4 sum = texture2D(tex, v_texcoord + vec2(-halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, v_texcoord + vec2(0.0, halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, v_texcoord + vec2(halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, v_texcoord + vec2(0.0, -halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
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gl_FragColor = sum / 12.0;
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}
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)#";
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inline const std::string TEXFRAGSRCEXT = R"#(
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