2022-01-13 05:24:03 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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2023-03-23 13:38:50 +01:00
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uniform float size;
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2022-01-13 05:24:03 +01:00
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uniform float strength;
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uniform float direction;
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2023-08-12 12:35:35 +02:00
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uniform int sampleMode;
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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);
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if(sampleMode == 0)
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return vec4(0.);
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if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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return vec4(0.);
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}
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2022-01-13 05:24:03 +01:00
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vec4 dirBlur(vec2 angle) {
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2023-08-12 12:35:35 +02:00
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vec4 acc = vec4(0.);
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2023-03-23 13:38:50 +01:00
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float delta = 1. / size;
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2023-08-12 12:35:35 +02:00
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float weight = 0.;
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2022-01-13 05:24:03 +01:00
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for(float i = -1.0; i <= 1.0; i += delta) {
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2023-08-12 12:35:35 +02:00
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vec4 col = sampleTexture( v_vTexcoord - angle * i);
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acc += col;
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weight += col.a;
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2022-01-13 05:24:03 +01:00
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}
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2023-08-12 12:35:35 +02:00
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acc.rgb /= weight;
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acc.a /= size * 2.;
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return acc;
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2022-01-13 05:24:03 +01:00
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}
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void main() {
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float r = radians(direction);
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vec2 dirr = vec2(sin(r), cos(r));
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gl_FragColor = dirBlur(strength * dirr);
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}
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