input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.h
index b754d12c965b18c5b0018d9755be8f5827edb606..ac5f7847d4d2a4157f5a6505065112c15e3483b6 100644 (file)
@@ -7,21 +7,28 @@ static struct vg_shader _shader_blitblur = {
    .link = shader_blitblur_link,
    .vs = 
 {
+.orig_file = "shaders/blit.vs",
 .static_src = 
 "layout (location=0) in vec2 a_co;\n"
 "out vec2 aUv;\n"
 "\n"
+"uniform vec2 uInverseRatio;\n"
+"\n"
 "void main()\n"
 "{\n"
 "   gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
-"   aUv = a_co;\n"
+"   aUv = a_co * uInverseRatio;\n"
 "}\n"
 ""},
    .fs = 
 {
+.orig_file = "shaders/blitblur.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexMotion;\n"
+"uniform float uBlurStrength;\n"
+"uniform vec2 uOverrideDir;\n"
 "\n"
 "in vec2 aUv;\n"
 "\n"
@@ -34,25 +41,51 @@ static struct vg_shader _shader_blitblur = {
 "\n"
 "void main()\n"
 "{\n"
-"   vec2 voffset = rand_hash22( aUv );\n"
+"   vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0);\n"
+"   vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);\n"
+"   vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"
 "   \n"
-"   float bamt = abs(aUv.x-0.5)*2.0;\n"
-"   bamt = pow(bamt,4.0)*0.05;\n"
+"   vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength + uOverrideDir;\n"
+"\n"
+"   vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x );\n"
+"   vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y );\n"
+"   vec4 vcolour2 = texture( uTexMain, aUv + vdir*vrand1.x );\n"
+"   vec4 vcolour3 = texture( uTexMain, aUv + vdir*vrand1.y );\n"
 "\n"
-"   FragColor = texture( uTexMain, aUv + voffset*bamt );\n"
+"   FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;\n"
 "}\n"
 ""},
 };
 
+static GLuint _uniform_blitblur_uInverseRatio;
 static GLuint _uniform_blitblur_uTexMain;
+static GLuint _uniform_blitblur_uTexMotion;
+static GLuint _uniform_blitblur_uBlurStrength;
+static GLuint _uniform_blitblur_uOverrideDir;
+static void shader_blitblur_uInverseRatio(v2f v){
+   glUniform2fv(_uniform_blitblur_uInverseRatio,1,v);
+}
 static void shader_blitblur_uTexMain(int i){
    glUniform1i(_uniform_blitblur_uTexMain,i);
 }
+static void shader_blitblur_uTexMotion(int i){
+   glUniform1i(_uniform_blitblur_uTexMotion,i);
+}
+static void shader_blitblur_uBlurStrength(float f){
+   glUniform1f(_uniform_blitblur_uBlurStrength,f);
+}
+static void shader_blitblur_uOverrideDir(v2f v){
+   glUniform2fv(_uniform_blitblur_uOverrideDir,1,v);
+}
 static void shader_blitblur_register(void){
    vg_shader_register( &_shader_blitblur );
 }
 static void shader_blitblur_use(void){ glUseProgram(_shader_blitblur.id); }
 static void shader_blitblur_link(void){
+   _uniform_blitblur_uInverseRatio = glGetUniformLocation( _shader_blitblur.id, "uInverseRatio" );
    _uniform_blitblur_uTexMain = glGetUniformLocation( _shader_blitblur.id, "uTexMain" );
+   _uniform_blitblur_uTexMotion = glGetUniformLocation( _shader_blitblur.id, "uTexMotion" );
+   _uniform_blitblur_uBlurStrength = glGetUniformLocation( _shader_blitblur.id, "uBlurStrength" );
+   _uniform_blitblur_uOverrideDir = glGetUniformLocation( _shader_blitblur.id, "uOverrideDir" );
 }
 #endif /* SHADER_blitblur_H */