add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.h
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 = {
6 .name = "blitblur",
7 .link = shader_blitblur_link,
8 .vs =
9 {
10 .static_src =
11 "layout (location=0) in vec2 a_co;\n"
12 "out vec2 aUv;\n"
13 "\n"
14 "void main()\n"
15 "{\n"
16 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
17 " aUv = a_co;\n"
18 "}\n"
19 ""},
20 .fs =
21 {
22 .static_src =
23 "out vec4 FragColor;\n"
24 "uniform sampler2D uTexMain;\n"
25 "uniform sampler2D uTexMotion;\n"
26 "uniform float uBlurStrength;\n"
27 "uniform float uBlurExponent;\n"
28 "\n"
29 "in vec2 aUv;\n"
30 "\n"
31 "vec2 rand_hash22( vec2 p )\n"
32 "{\n"
33 " vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
34 " p3 += dot(p3, p3.yzx+19.19);\n"
35 " return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
36 "}\n"
37 "\n"
38 "void main()\n"
39 "{\n"
40 " vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0);\n"
41 " vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);\n"
42 " vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"
43 " \n"
44 " vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength;\n"
45 "\n"
46 " vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x );\n"
47 " vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y );\n"
48 " vec4 vcolour2 = texture( uTexMain, aUv + vdir*vrand1.x );\n"
49 " vec4 vcolour3 = texture( uTexMain, aUv + vdir*vrand1.y );\n"
50 "\n"
51 " FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;\n"
52 "}\n"
53 ""},
54 };
55
56 static GLuint _uniform_blitblur_uTexMain;
57 static GLuint _uniform_blitblur_uTexMotion;
58 static GLuint _uniform_blitblur_uBlurStrength;
59 static GLuint _uniform_blitblur_uBlurExponent;
60 static void shader_blitblur_uTexMain(int i){
61 glUniform1i(_uniform_blitblur_uTexMain,i);
62 }
63 static void shader_blitblur_uTexMotion(int i){
64 glUniform1i(_uniform_blitblur_uTexMotion,i);
65 }
66 static void shader_blitblur_uBlurStrength(float f){
67 glUniform1f(_uniform_blitblur_uBlurStrength,f);
68 }
69 static void shader_blitblur_uBlurExponent(float f){
70 glUniform1f(_uniform_blitblur_uBlurExponent,f);
71 }
72 static void shader_blitblur_register(void){
73 vg_shader_register( &_shader_blitblur );
74 }
75 static void shader_blitblur_use(void){ glUseProgram(_shader_blitblur.id); }
76 static void shader_blitblur_link(void){
77 _uniform_blitblur_uTexMain = glGetUniformLocation( _shader_blitblur.id, "uTexMain" );
78 _uniform_blitblur_uTexMotion = glGetUniformLocation( _shader_blitblur.id, "uTexMotion" );
79 _uniform_blitblur_uBlurStrength = glGetUniformLocation( _shader_blitblur.id, "uBlurStrength" );
80 _uniform_blitblur_uBlurExponent = glGetUniformLocation( _shader_blitblur.id, "uBlurExponent" );
81 }
82 #endif /* SHADER_blitblur_H */