Pixel-Composer/shaders/sh_blur_radial/sh_blur_radial.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform vec2 center;
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uniform vec2 dimension;
uniform float strength;
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uniform int sampleMode;
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#define ITERATION 64.
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vec4 sampleTexture(vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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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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void main() {
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vec2 pxPos = v_vTexcoord * dimension;
vec2 pxCen = center * dimension;
vec2 vecPc = pxPos - pxCen;
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float angle = atan(vecPc.y, vecPc.x);
float dist = length(vecPc);
vec4 clr = vec4(0.);
float weight = 0.;
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for(float i = -strength; i <= strength; i++) {
float ang = angle + i / 100.;
vec4 col = sampleTexture((pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension);
clr += col;
weight += col.a;
}
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gl_FragColor = clr / weight;
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}