.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 float uBlurExponent;\n"
+"uniform vec2 uOverrideDir;\n"
"\n"
"in vec2 aUv;\n"
"\n"
" vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);\n"
" vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"
" \n"
-" vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength;\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"
""},
};
+static GLuint _uniform_blitblur_uInverseRatio;
static GLuint _uniform_blitblur_uTexMain;
static GLuint _uniform_blitblur_uTexMotion;
static GLuint _uniform_blitblur_uBlurStrength;
-static GLuint _uniform_blitblur_uBlurExponent;
+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_uBlurStrength(float f){
glUniform1f(_uniform_blitblur_uBlurStrength,f);
}
-static void shader_blitblur_uBlurExponent(float f){
- glUniform1f(_uniform_blitblur_uBlurExponent,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_uBlurExponent = glGetUniformLocation( _shader_blitblur.id, "uBlurExponent" );
+ _uniform_blitblur_uOverrideDir = glGetUniformLocation( _shader_blitblur.id, "uOverrideDir" );
}
#endif /* SHADER_blitblur_H */