chill out cubemaps
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.h
index ac5f7847d4d2a4157f5a6505065112c15e3483b6..ac8f3cc20cf3e3bcfd58deca8a63a32de1a58b4c 100644 (file)
@@ -29,28 +29,44 @@ static struct vg_shader _shader_blitblur = {
 "uniform sampler2D uTexMotion;\n"
 "uniform float uBlurStrength;\n"
 "uniform vec2 uOverrideDir;\n"
+"uniform float uTime;\n"
+"uniform float uGlitchStrength;\n"
+"uniform vec2 uClampUv;\n"
 "\n"
 "in vec2 aUv;\n"
 "\n"
-"vec2 rand_hash22( vec2 p )\n"
-"{\n"
+"vec2 rand_hash22( vec2 p ){\n"
 "   vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
 "   p3 += dot(p3, p3.yzx+19.19);\n"
 "   return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
 "}\n"
 "\n"
-"void main()\n"
-"{\n"
-"   vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0);\n"
-"   vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);\n"
+"const int NOISE_LOOP = 3;\n"
+"vec3 digital_noise( uvec3 iuv ){\n"
+"   iuv *=uvec3(8,2524,7552);\n"
+"   for( int i=0; i<NOISE_LOOP; i++ )\n"
+"      iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;\n"
+"   return vec3(iuv)*(1.0/float(0xffffffffU));\n"
+"}\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"
+"\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, aUv ).xy * uBlurStrength + uOverrideDir;\n"
+"   vec2 vdir = texture( uTexMotion, vuv ).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"
+"   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"
@@ -62,6 +78,9 @@ static GLuint _uniform_blitblur_uTexMain;
 static GLuint _uniform_blitblur_uTexMotion;
 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);
 }
@@ -77,6 +96,15 @@ static void shader_blitblur_uBlurStrength(float f){
 static void shader_blitblur_uOverrideDir(v2f v){
    glUniform2fv(_uniform_blitblur_uOverrideDir,1,v);
 }
+static void shader_blitblur_uTime(float f){
+   glUniform1f(_uniform_blitblur_uTime,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 );
 }
@@ -87,5 +115,8 @@ static void shader_blitblur_link(void){
    _uniform_blitblur_uTexMotion = glGetUniformLocation( _shader_blitblur.id, "uTexMotion" );
    _uniform_blitblur_uBlurStrength = glGetUniformLocation( _shader_blitblur.id, "uBlurStrength" );
    _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 */