.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"
+"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"
""},
};
+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 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_uTexMain(int i){
glUniform1i(_uniform_blitblur_uTexMain,i);
}
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 );
}
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" );
+ _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 */