tahoma2d/stuff/library/shaders/programs/radialblurGPU.frag
2016-04-25 18:45:04 +09:00

63 lines
1.5 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform mat3 worldToOutput;
uniform sampler2D inputImage[1];
uniform mat3 outputToInput[1];
uniform vec2 center;
uniform float radius;
uniform float blur;
float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; }
mat3 worldToInput = outputToInput[0] * worldToOutput;
vec2 center_s = (worldToOutput * vec3(center, 1.0)).xy;
float scale_s = sqrt(abs(det(worldToOutput)));
float rad_s = scale_s * max(radius, 0.0);
#define STEPS_PER_PIXEL 4.0
void main( void )
{
// Build lengths on output metrics
vec2 v = gl_FragCoord.xy - center_s;
float vLength = length(v);
float dist_s = max(vLength - rad_s, 0.0);
float b_s = blur * dist_s;
// Putting a maximum samples count - to prevent freezes; besides, blurring too many
// pixels is typically useless...
int samplesCount = int(clamp(ceil(b_s * STEPS_PER_PIXEL), 1.0, 2000.0));
float step_s = b_s / float(samplesCount);
// Perform filtering
vec2 texPos = (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy;
vec4 pix = texture2D(inputImage[0], texPos);
vec2 vStep = v * (step_s / max(vLength, 0.01));
vStep = (outputToInput[0] * vec3(vStep, 0.0)).xy;
vec2 tPos0 = texPos + vStep;
vec2 tPos1 = texPos - vStep;
for(int s = 1; s < samplesCount; ++s)
{
pix += texture2D(inputImage[0], tPos0);
pix += texture2D(inputImage[0], tPos1);
tPos0 += vStep, tPos1 -= vStep;
}
gl_FragColor = pix / float(2 * samplesCount - 1);
}