fixed server compile errors
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.h
index 5de8e0a63544bdba324545f468d0d0710ff5f768..7d95dcce30edfd0bdb283381a69631b6fb701dec 100644 (file)
@@ -31,6 +31,7 @@ static struct vg_shader _shader_blitblur = {
 "uniform vec2 uOverrideDir;\n"
 "uniform float uTime;\n"
 "uniform float uGlitchStrength;\n"
+"uniform vec2 uClampUv;\n"
 "\n"
 "in vec2 aUv;\n"
 "\n"
@@ -62,10 +63,10 @@ static struct vg_shader _shader_blitblur = {
 "   \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"
@@ -79,6 +80,7 @@ static GLuint _uniform_blitblur_uBlurStrength;
 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);
 }
@@ -100,6 +102,9 @@ static void shader_blitblur_uTime(float f){
 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 );
 }
@@ -112,5 +117,6 @@ static void shader_blitblur_link(void){
    _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 */