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"
35 "vec2 rand_hash22( vec2 p )\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"
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"
48 " vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength + uOverrideDir;\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"
55 " FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;\n"
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
);
68 static void shader_blitblur_uTexMain(int i
){
69 glUniform1i(_uniform_blitblur_uTexMain
,i
);
71 static void shader_blitblur_uTexMotion(int i
){
72 glUniform1i(_uniform_blitblur_uTexMotion
,i
);
74 static void shader_blitblur_uBlurStrength(float f
){
75 glUniform1f(_uniform_blitblur_uBlurStrength
,f
);
77 static void shader_blitblur_uOverrideDir(v2f v
){
78 glUniform2fv(_uniform_blitblur_uOverrideDir
,1,v
);
80 static void shader_blitblur_register(void){
81 vg_shader_register( &_shader_blitblur
);
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" );
91 #endif /* SHADER_blitblur_H */