Pixel-Composer/shaders/sh_blur_directional/sh_blur_directional.fsh
2023-12-23 15:39:55 +07:00

66 lines
1.5 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float size;
uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
uniform vec2 direction;
uniform int directionUseSurf;
uniform sampler2D directionSurf;
uniform int sampleMode;
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.);
if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
return vec4(0.);
} #endregion
vec4 dirBlur(vec2 angle) { #region
vec4 acc = vec4(0.);
float delta = 1. / size;
float weight = 0.;
for(float i = -1.0; i <= 1.0; i += delta) {
vec4 col = sampleTexture( v_vTexcoord - angle * i);
acc += col;
weight += col.a;
}
acc.rgb /= weight;
acc.a /= size * 2.;
return acc;
} #endregion
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.);
}
float r = radians(dir + 90.);
vec2 dirr = vec2(sin(r), cos(r)) * str;
gl_FragColor = dirBlur(dirr);
}