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[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 float uTime;
7 uniform float uGlitchStrength;
8
9 in vec2 aUv;
10
11 vec2 rand_hash22( vec2 p ){
12 vec3 p3 = fract(vec3(p.xyx) * 213.8976123);
13 p3 += dot(p3, p3.yzx+19.19);
14 return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));
15 }
16
17 const int NOISE_LOOP = 3;
18 vec3 digital_noise( uvec3 iuv ){
19 iuv *=uvec3(8,2524,7552);
20 for( int i=0; i<NOISE_LOOP; i++ )
21 iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;
22 return vec3(iuv)*(1.0/float(0xffffffffU));
23 }
24
25 void main(){
26 vec2 vuv = aUv;
27
28 if( uGlitchStrength > 0.0 ){
29 uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );
30 vec2 g = digital_noise(p).xy;
31 vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;
32 }
33
34 vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);
35 vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);
36
37 vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;
38
39 vec4 vcolour0 = texture( uTexMain, vuv + vdir*vrand.x );
40 vec4 vcolour1 = texture( uTexMain, vuv + vdir*vrand.y );
41 vec4 vcolour2 = texture( uTexMain, vuv + vdir*vrand1.x );
42 vec4 vcolour3 = texture( uTexMain, vuv + vdir*vrand1.y );
43
44 FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;
45 }