Pixel-Composer/shaders/sh_blur_radial/sh_blur_radial.fsh
2023-01-25 12:49:00 +07:00

47 lines
1 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 center;
uniform vec2 dimension;
uniform float strength;
uniform int sampleMode;
#define ITERATION 64.
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 pxPos = v_vTexcoord * dimension;
vec2 pxCen = center * dimension;
vec2 vecPc = pxPos - pxCen;
float angle = atan(vecPc.y, vecPc.x);
float dist = length(vecPc);
vec4 clr = vec4(0.);
float weight = 0.;
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;
}
gl_FragColor = clr / weight;
}