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
= {
7 .link
= shader_blitblur_link
,
10 .orig_file
= "shaders/blit.vs",
12 "layout (location=0) in vec2 a_co;\n"
15 "uniform vec2 uInverseRatio;\n"
19 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
20 " aUv = a_co * uInverseRatio;\n"
25 .orig_file
= "shaders/blitblur.fs",
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 "uniform float uTime;\n"
33 "uniform float uGlitchStrength;\n"
37 "vec2 rand_hash22( vec2 p ){\n"
38 " vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
39 " p3 += dot(p3, p3.yzx+19.19);\n"
40 " return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
43 "const int NOISE_LOOP = 3;\n"
44 "vec3 digital_noise( uvec3 iuv ){\n"
45 " iuv *=uvec3(8,2524,7552);\n"
46 " for( int i=0; i<NOISE_LOOP; i++ )\n"
47 " iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;\n"
48 " return vec3(iuv)*(1.0/float(0xffffffffU));\n"
54 " if( uGlitchStrength > 0.0 ){\n"
55 " uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );\n"
56 " vec2 g = digital_noise(p).xy;\n"
57 " vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;\n"
60 " vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);\n"
61 " vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"
63 " vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;\n"
65 " vec4 vcolour0 = texture( uTexMain, vuv + vdir*vrand.x );\n"
66 " vec4 vcolour1 = texture( uTexMain, vuv + vdir*vrand.y );\n"
67 " vec4 vcolour2 = texture( uTexMain, vuv + vdir*vrand1.x );\n"
68 " vec4 vcolour3 = texture( uTexMain, vuv + vdir*vrand1.y );\n"
70 " FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;\n"
75 static GLuint _uniform_blitblur_uInverseRatio
;
76 static GLuint _uniform_blitblur_uTexMain
;
77 static GLuint _uniform_blitblur_uTexMotion
;
78 static GLuint _uniform_blitblur_uBlurStrength
;
79 static GLuint _uniform_blitblur_uOverrideDir
;
80 static GLuint _uniform_blitblur_uTime
;
81 static GLuint _uniform_blitblur_uGlitchStrength
;
82 static void shader_blitblur_uInverseRatio(v2f v
){
83 glUniform2fv(_uniform_blitblur_uInverseRatio
,1,v
);
85 static void shader_blitblur_uTexMain(int i
){
86 glUniform1i(_uniform_blitblur_uTexMain
,i
);
88 static void shader_blitblur_uTexMotion(int i
){
89 glUniform1i(_uniform_blitblur_uTexMotion
,i
);
91 static void shader_blitblur_uBlurStrength(float f
){
92 glUniform1f(_uniform_blitblur_uBlurStrength
,f
);
94 static void shader_blitblur_uOverrideDir(v2f v
){
95 glUniform2fv(_uniform_blitblur_uOverrideDir
,1,v
);
97 static void shader_blitblur_uTime(float f
){
98 glUniform1f(_uniform_blitblur_uTime
,f
);
100 static void shader_blitblur_uGlitchStrength(float f
){
101 glUniform1f(_uniform_blitblur_uGlitchStrength
,f
);
103 static void shader_blitblur_register(void){
104 vg_shader_register( &_shader_blitblur
);
106 static void shader_blitblur_use(void){ glUseProgram(_shader_blitblur
.id
); }
107 static void shader_blitblur_link(void){
108 _uniform_blitblur_uInverseRatio
= glGetUniformLocation( _shader_blitblur
.id
, "uInverseRatio" );
109 _uniform_blitblur_uTexMain
= glGetUniformLocation( _shader_blitblur
.id
, "uTexMain" );
110 _uniform_blitblur_uTexMotion
= glGetUniformLocation( _shader_blitblur
.id
, "uTexMotion" );
111 _uniform_blitblur_uBlurStrength
= glGetUniformLocation( _shader_blitblur
.id
, "uBlurStrength" );
112 _uniform_blitblur_uOverrideDir
= glGetUniformLocation( _shader_blitblur
.id
, "uOverrideDir" );
113 _uniform_blitblur_uTime
= glGetUniformLocation( _shader_blitblur
.id
, "uTime" );
114 _uniform_blitblur_uGlitchStrength
= glGetUniformLocation( _shader_blitblur
.id
, "uGlitchStrength" );
116 #endif /* SHADER_blitblur_H */