now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.h
index a662d41834adec96e8568b4fbd7c919dd67d80cc..fcea6452f9c195aac35c671f2325ff1b4401d3b9 100644 (file)
@@ -24,6 +24,7 @@ static struct vg_shader _shader_blitblur = {
 "uniform sampler2D uTexMain;\n"
 "uniform sampler2D uTexMotion;\n"
 "uniform float uBlurStrength;\n"
+"uniform vec2 uOverrideDir;\n"
 "\n"
 "in vec2 aUv;\n"
 "\n"
@@ -40,7 +41,7 @@ static struct vg_shader _shader_blitblur = {
 "   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"
@@ -55,6 +56,7 @@ static struct vg_shader _shader_blitblur = {
 static GLuint _uniform_blitblur_uTexMain;
 static GLuint _uniform_blitblur_uTexMotion;
 static GLuint _uniform_blitblur_uBlurStrength;
+static GLuint _uniform_blitblur_uOverrideDir;
 static void shader_blitblur_uTexMain(int i){
    glUniform1i(_uniform_blitblur_uTexMain,i);
 }
@@ -64,6 +66,9 @@ static void shader_blitblur_uTexMotion(int 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 );
 }
@@ -72,5 +77,6 @@ static void shader_blitblur_link(void){
    _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 */