X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fblitblur.fs;h=21209c5f9023ce5fac1a161567542cb2205eb432;hb=refs%2Fheads%2Fmenu2;hp=65f4ea24706b996c49c64090577b98a88813ccbd;hpb=191bf91146eb7e3ac15fb18de6e7267d1cd686af;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/blitblur.fs b/shaders/blitblur.fs index 65f4ea2..21209c5 100644 --- a/shaders/blitblur.fs +++ b/shaders/blitblur.fs @@ -3,11 +3,11 @@ 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)); @@ -15,16 +15,17 @@ vec2 rand_hash22( vec2 p ) void main() { - vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0); - vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0); + vec2 vuv = aUv; + + vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0); vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0); - vec2 vdir = texture( uTexMotion, aUv ).xy * uBlurStrength + uOverrideDir; + vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir; - vec4 vcolour0 = texture( uTexMain, aUv + vdir*vrand.x ); - vec4 vcolour1 = texture( uTexMain, aUv + vdir*vrand.y ); - vec4 vcolour2 = texture( uTexMain, aUv + vdir*vrand1.x ); - vec4 vcolour3 = texture( uTexMain, aUv + 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; }