X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fblitblur.fs;h=21209c5f9023ce5fac1a161567542cb2205eb432;hb=22aab5cc99ed5b927c57f0fd8fa65b33575101a6;hp=1d3bdfa656882360273daa25a393ade631516a90;hpb=bf8478e3656ae729248a594a57d111f08bed41e0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/blitblur.fs b/shaders/blitblur.fs index 1d3bdfa..21209c5 100644 --- a/shaders/blitblur.fs +++ b/shaders/blitblur.fs @@ -3,8 +3,7 @@ uniform sampler2D uTexMain; uniform sampler2D uTexMotion; uniform float uBlurStrength; uniform vec2 uOverrideDir; -uniform float uTime; -uniform float uGlitchStrength; +uniform vec2 uClampUv; in vec2 aUv; @@ -14,32 +13,19 @@ vec2 rand_hash22( vec2 p ){ return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y)); } -const int NOISE_LOOP = 3; -vec3 digital_noise( uvec3 iuv ){ - iuv *=uvec3(8,2524,7552); - for( int i=0; i 0.0 ){ - uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) ); - vec2 g = digital_noise(p).xy; - vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5; - } - vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0); vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0); vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir; - vec4 vcolour0 = texture( uTexMain, vuv + vdir*vrand.x ); - vec4 vcolour1 = texture( uTexMain, vuv + vdir*vrand.y ); - vec4 vcolour2 = texture( uTexMain, vuv + vdir*vrand1.x ); - vec4 vcolour3 = texture( uTexMain, vuv + vdir*vrand1.y ); + vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) ); + vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) ); + vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) ); + vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) ); FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25; }