X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fblitblur.fs;h=8de9e67b7ac269a9f9f8ad434cf574f43f8da983;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=65f4ea24706b996c49c64090577b98a88813ccbd;hpb=191bf91146eb7e3ac15fb18de6e7267d1cd686af;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/blitblur.fs b/shaders/blitblur.fs index 65f4ea2..8de9e67 100644 --- a/shaders/blitblur.fs +++ b/shaders/blitblur.fs @@ -3,28 +3,44 @@ uniform sampler2D uTexMain; uniform sampler2D uTexMotion; uniform float uBlurStrength; uniform vec2 uOverrideDir; +uniform float uTime; +uniform float uGlitchStrength; +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)); } -void main() -{ - vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0); - vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0); +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, 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; }