a mess but stable
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.fs
1 out vec4 FragColor;
2 uniform sampler2D uTexMain;
3 uniform sampler2D uTexMotion;
4 uniform float uBlurStrength;
5 uniform vec2 uOverrideDir;
6 uniform vec2 uClampUv;
7
8 in vec2 aUv;
9
10 vec2 rand_hash22( vec2 p ){
11 vec3 p3 = fract(vec3(p.xyx) * 213.8976123);
12 p3 += dot(p3, p3.yzx+19.19);
13 return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));
14 }
15
16 void main()
17 {
18 vec2 vuv = aUv;
19
20 vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);
21 vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);
22
23 vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;
24
25 vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) );
26 vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) );
27 vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) );
28 vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) );
29
30 FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;
31 }