Pixel-Composer/shaders/sh_blur_zoom/sh_blur_zoom.fsh

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2023-01-25 06:49:00 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float strength;
uniform vec2 center;
uniform int sampleMode;
uniform int blurMode;
uniform int useMask;
uniform sampler2D mask;
float sampleMask() {
if(useMask == 0) return 1.;
vec4 m = texture2D( mask, v_vTexcoord );
return (m.r + m.g + m.b) / 3. * m.a;
}
vec4 sampleTexture(vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
return vec4(0.);
}
void main() {
vec2 uv = v_vTexcoord - center;
float str = strength * sampleMask();
float nsamples = 64.;
float scale_factor = str * (1. / (nsamples * 2. - 1.));
vec4 color = vec4(0.0);
float blrStart = 0.;
if(blurMode == 0)
blrStart = 0.;
else if(blurMode == 1)
blrStart = -nsamples;
else if(blurMode == 2)
blrStart = -nsamples * 2. - 1.;
for(float i = 0.; i < nsamples * 2. + 1.; i++) {
float scale = 1.0 + ((blrStart + i) * scale_factor);
vec2 pos = uv * scale + center;
color += sampleTexture(pos);
}
color /= nsamples * 2. + 1.;
gl_FragColor = color;
}