"uniform vec2 uOverrideDir;\n"
"uniform float uTime;\n"
"uniform float uGlitchStrength;\n"
+"uniform vec2 uClampUv;\n"
"\n"
"in vec2 aUv;\n"
"\n"
"void main(){\n"
" vec2 vuv = aUv; \n"
"\n"
-" if( uGlitchStrength > 0.0 ){\n"
-" uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );\n"
-" vec2 g = digital_noise(p).xy;\n"
-" vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;\n"
-" }\n"
+" //if( uGlitchStrength > 0.0 ){\n"
+" // uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );\n"
+" // vec2 g = digital_noise(p).xy;\n"
+" // vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;\n"
+" //}\n"
"\n"
" vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);\n"
" vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"
" \n"
" vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;\n"
"\n"
-" vec4 vcolour0 = texture( uTexMain, vuv + vdir*vrand.x );\n"
-" vec4 vcolour1 = texture( uTexMain, vuv + vdir*vrand.y );\n"
-" vec4 vcolour2 = texture( uTexMain, vuv + vdir*vrand1.x );\n"
-" vec4 vcolour3 = texture( uTexMain, vuv + vdir*vrand1.y );\n"
+" vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) );\n"
+" vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) );\n"
+" vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) );\n"
+" vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) );\n"
"\n"
" FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;\n"
"}\n"
static GLuint _uniform_blitblur_uOverrideDir;
static GLuint _uniform_blitblur_uTime;
static GLuint _uniform_blitblur_uGlitchStrength;
+static GLuint _uniform_blitblur_uClampUv;
static void shader_blitblur_uInverseRatio(v2f v){
glUniform2fv(_uniform_blitblur_uInverseRatio,1,v);
}
static void shader_blitblur_uGlitchStrength(float f){
glUniform1f(_uniform_blitblur_uGlitchStrength,f);
}
+static void shader_blitblur_uClampUv(v2f v){
+ glUniform2fv(_uniform_blitblur_uClampUv,1,v);
+}
static void shader_blitblur_register(void){
vg_shader_register( &_shader_blitblur );
}
_uniform_blitblur_uOverrideDir = glGetUniformLocation( _shader_blitblur.id, "uOverrideDir" );
_uniform_blitblur_uTime = glGetUniformLocation( _shader_blitblur.id, "uTime" );
_uniform_blitblur_uGlitchStrength = glGetUniformLocation( _shader_blitblur.id, "uGlitchStrength" );
+ _uniform_blitblur_uClampUv = glGetUniformLocation( _shader_blitblur.id, "uClampUv" );
}
#endif /* SHADER_blitblur_H */