X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fblitblur.h;h=ac5f7847d4d2a4157f5a6505065112c15e3483b6;hb=b3ca3b7a45eec11c46eb19772e10021177665adb;hp=b754d12c965b18c5b0018d9755be8f5827edb606;hpb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/blitblur.h b/shaders/blitblur.h index b754d12..ac5f784 100644 --- a/shaders/blitblur.h +++ b/shaders/blitblur.h @@ -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 */