Pixel-Composer/shaders/sh_blur_directional/sh_blur_directional.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform float size;
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uniform float strength;
uniform float direction;
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uniform int sampleMode;
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.);
}
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vec4 dirBlur(vec2 angle) {
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vec4 acc = vec4(0.);
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float delta = 1. / size;
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float weight = 0.;
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for(float i = -1.0; i <= 1.0; i += delta) {
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vec4 col = sampleTexture( v_vTexcoord - angle * i);
acc += col;
weight += col.a;
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}
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acc.rgb /= weight;
acc.a /= size * 2.;
return acc;
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}
void main() {
float r = radians(direction);
vec2 dirr = vec2(sin(r), cos(r));
gl_FragColor = dirBlur(strength * dirr);
}