variable scale menu
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.h
1 #ifndef SHADER_blitblur_H
2 #define SHADER_blitblur_H
3 static void shader_blitblur_link(void);
4 static void shader_blitblur_register(void);
5 static struct vg_shader _shader_blitblur = {
6 .name = "blitblur",
7 .link = shader_blitblur_link,
8 .vs =
9 {
10 .orig_file = "shaders/blit.vs",
11 .static_src =
12 "layout (location=0) in vec2 a_co;\n"
13 "out vec2 aUv;\n"
14 "\n"
15 "uniform vec2 uInverseRatio;\n"
16 "\n"
17 "void main()\n"
18 "{\n"
19 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
20 " aUv = a_co * uInverseRatio;\n"
21 "}\n"
22 ""},
23 .fs =
24 {
25 .orig_file = "shaders/blitblur.fs",
26 .static_src =
27 "out vec4 FragColor;\n"
28 "uniform sampler2D uTexMain;\n"
29 "uniform sampler2D uTexMotion;\n"
30 "uniform float uBlurStrength;\n"
31 "uniform vec2 uOverrideDir;\n"
32 "\n"
33 "in vec2 aUv;\n"
34 "\n"
35 "vec2 rand_hash22( vec2 p )\n"
36 "{\n"
37 " vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
38 " p3 += dot(p3, p3.yzx+19.19);\n"
39 " return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
40 "}\n"
41 "\n"
42 "void main()\n"
43 "{\n"
44 " vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0);\n"
45 " vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);\n"
46 " vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"
47 " \n"
48 " vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength + uOverrideDir;\n"
49 "\n"
50 " vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x );\n"
51 " vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y );\n"
52 " vec4 vcolour2 = texture( uTexMain, aUv + vdir*vrand1.x );\n"
53 " vec4 vcolour3 = texture( uTexMain, aUv + vdir*vrand1.y );\n"
54 "\n"
55 " FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;\n"
56 "}\n"
57 ""},
58 };
59
60 static GLuint _uniform_blitblur_uInverseRatio;
61 static GLuint _uniform_blitblur_uTexMain;
62 static GLuint _uniform_blitblur_uTexMotion;
63 static GLuint _uniform_blitblur_uBlurStrength;
64 static GLuint _uniform_blitblur_uOverrideDir;
65 static void shader_blitblur_uInverseRatio(v2f v){
66 glUniform2fv(_uniform_blitblur_uInverseRatio,1,v);
67 }
68 static void shader_blitblur_uTexMain(int i){
69 glUniform1i(_uniform_blitblur_uTexMain,i);
70 }
71 static void shader_blitblur_uTexMotion(int i){
72 glUniform1i(_uniform_blitblur_uTexMotion,i);
73 }
74 static void shader_blitblur_uBlurStrength(float f){
75 glUniform1f(_uniform_blitblur_uBlurStrength,f);
76 }
77 static void shader_blitblur_uOverrideDir(v2f v){
78 glUniform2fv(_uniform_blitblur_uOverrideDir,1,v);
79 }
80 static void shader_blitblur_register(void){
81 vg_shader_register( &_shader_blitblur );
82 }
83 static void shader_blitblur_use(void){ glUseProgram(_shader_blitblur.id); }
84 static void shader_blitblur_link(void){
85 _uniform_blitblur_uInverseRatio = glGetUniformLocation( _shader_blitblur.id, "uInverseRatio" );
86 _uniform_blitblur_uTexMain = glGetUniformLocation( _shader_blitblur.id, "uTexMain" );
87 _uniform_blitblur_uTexMotion = glGetUniformLocation( _shader_blitblur.id, "uTexMotion" );
88 _uniform_blitblur_uBlurStrength = glGetUniformLocation( _shader_blitblur.id, "uBlurStrength" );
89 _uniform_blitblur_uOverrideDir = glGetUniformLocation( _shader_blitblur.id, "uOverrideDir" );
90 }
91 #endif /* SHADER_blitblur_H */