// // 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; }