varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float size; uniform float spread; uniform vec2 direction; uniform int directionUseSurf; uniform sampler2D directionSurf; uniform vec2 strength; uniform int strengthUseSurf; uniform sampler2D strengthSurf; uniform vec2 dimension; uniform int sampleMode; uniform int alpha; uniform int modulateStr; uniform int inv; uniform int blend; vec4 sampleTexture(vec2 pos) { #region if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); else if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.)); else if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos)); else if(sampleMode == 3) return vec4(vec3(0.), 1.); return vec4(0.); } #endregion vec4 smear(vec2 shift) { float delta = 1. / size; vec4 base = sampleTexture( v_vTexcoord ); float mBri = (base.r + base.g + base.b) / 3. * base.a; vec4 res = base; vec4 col, rcol; float bright, rbright, dist = 0.; if(inv == 0) { for(float i = 0.; i <= 1.0; i += delta) { col = sampleTexture( v_vTexcoord - shift * i); if(modulateStr != 2) { if(alpha == 0) col.rgb *= 1. - i; else col.a *= 1. - i; } bright = (col.r + col.g + col.b) / 3. * col.a; if(bright > mBri) { mBri = bright; res = col; } } if(modulateStr == 1) { if(alpha == 0) res.rgb *= mBri; else res.a *= res.a; } } else if(inv == 1) { base = alpha == 0? vec4(0., 0., 0., 1.) : vec4(0.); mBri = 0.; res = base; for(float i = 0.; i <= 1.; i += delta) { col = sampleTexture( v_vTexcoord + shift * i); bright = (col.r + col.g + col.b) / 3. * col.a; if(bright == 0.) continue; if(i > bright) continue; if(modulateStr != 2) { if(alpha == 0) col.rgb *= i; else col.a *= i; } mBri = bright; res = alpha == 0? vec4(vec3(i), 1.) : vec4(vec3(1.), i); } } return res; } void main() { float str = strength.x; if(strengthUseSurf == 1) { vec4 _vMap = texture2D( strengthSurf, v_vTexcoord ); str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float dir = direction.x; if(directionUseSurf == 1) { vec4 _vMap = texture2D( directionSurf, v_vTexcoord ); dir = mix(direction.x, direction.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } vec4 col = vec4(0.); for(float i = -spread; i <= spread; i++) { float r = radians(dir + 90. + i); vec2 dirr = vec2(sin(r), cos(r)) * str; vec4 smr = smear(dirr); if(blend == 0) col = max(col, smr); else if(blend == 1) col += smr; } gl_FragColor = col; }