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
,
11 "layout (location=0) in vec2 a_co;\n"
16 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
23 "out vec4 FragColor;\n"
24 "uniform sampler2D uTexMain;\n"
28 "vec2 rand_hash22( vec2 p )\n"
30 " vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
31 " p3 += dot(p3, p3.yzx+19.19);\n"
32 " return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
37 " vec2 voffset = rand_hash22( aUv );\n"
39 " float bamt = abs(aUv.x-0.5)*2.0;\n"
40 " bamt = pow(bamt,4.0)*0.05;\n"
42 " FragColor = texture( uTexMain, aUv + voffset*bamt );\n"
47 static GLuint _uniform_blitblur_uTexMain
;
48 static void shader_blitblur_uTexMain(int i
){
49 glUniform1i(_uniform_blitblur_uTexMain
,i
);
51 static void shader_blitblur_register(void){
52 vg_shader_register( &_shader_blitblur
);
54 static void shader_blitblur_use(void){ glUseProgram(_shader_blitblur
.id
); }
55 static void shader_blitblur_link(void){
56 _uniform_blitblur_uTexMain
= glGetUniformLocation( _shader_blitblur
.id
, "uTexMain" );
58 #endif /* SHADER_blitblur_H */