X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fblitblur.fs;h=21209c5f9023ce5fac1a161567542cb2205eb432;hb=eff8b75f1a00169d7666c2adf27b588e278c19d2;hp=eac828e5e03b700127611dac7160d1235cbd5f00;hpb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/blitblur.fs b/shaders/blitblur.fs index eac828e..21209c5 100644 --- a/shaders/blitblur.fs +++ b/shaders/blitblur.fs @@ -1,10 +1,13 @@ out vec4 FragColor; uniform sampler2D uTexMain; +uniform sampler2D uTexMotion; +uniform float uBlurStrength; +uniform vec2 uOverrideDir; +uniform vec2 uClampUv; in vec2 aUv; -vec2 rand_hash22( vec2 p ) -{ +vec2 rand_hash22( vec2 p ){ vec3 p3 = fract(vec3(p.xyx) * 213.8976123); p3 += dot(p3, p3.yzx+19.19); return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y)); @@ -12,10 +15,17 @@ vec2 rand_hash22( vec2 p ) void main() { - vec2 voffset = rand_hash22( aUv ); + vec2 vuv = aUv; + + vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0); + vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0); - float bamt = abs(aUv.x-0.5)*2.0; - bamt = pow(bamt,4.0)*0.05; + vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir; + + 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 = texture( uTexMain, aUv + voffset*bamt ); + FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25; }