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

73 lines
2.4 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 infiniteRect;
uniform vec4 inputBBox[1];
varying vec4 outputBBox;
uniform vec2 center;
uniform float radius;
uniform float blur;
const float pi = 3.141592653;
const float pi_twice = 2.0 * pi;
const float pi_half = pi / 2.0;
void addPoint(inout vec4 rect, vec2 p) {
rect.xy = min(rect.xy, p.xy);
rect.zw = max(rect.zw, p.xy);
}
void addBlurredPointBox(inout vec4 rect, vec2 p)
{
// Remember the *definition* of angle: angle = arc length / radius
// Build p's blurred angular range
float distance = length(p - center);
float angle = atan(p.y - center.y, p.x - center.x);
// If radius > 0, we assume that the blurred length is proportional to (distance - radius);
float dist_ = max(distance - radius, 0.0);
float blurLen = radians(max(blur, 0.0)) * dist_;
// The actual blurring angle is then found as (blurLen_ / distance)
float blur_ = blurLen / max(distance, 0.01); // Jump the singularity
vec2 angleRange = vec2(angle - blur_, angle + blur_); // Couldn't make it an array with
// explicit initialization... GLSL complained -.-
// Include the points at angleRange's extremes
addPoint(rect, center + distance * vec2(cos(angleRange.x), sin(angleRange.x)));
addPoint(rect, center + distance * vec2(cos(angleRange.y), sin(angleRange.y)));
// At pi/2 multiples we get a box extreme. Include them if present.
float blur_twice = 2.0 * blur_;
if(mod( - angleRange.x, pi_twice) < blur_twice)
addPoint(rect, center + vec2(distance, 0.0));
if(mod(pi_half - angleRange.x, pi_twice) < blur_twice)
addPoint(rect, center + vec2(0.0, distance));
if(mod(pi - angleRange.x, pi_twice) < blur_twice)
addPoint(rect, center + vec2(-distance, 0.0));
if(mod(-pi_half - angleRange.x, pi_twice) < blur_twice)
addPoint(rect, center + vec2(0.0, -distance));
}
void main( void )
{
outputBBox = inputBBox[0];
if(outputBBox != infiniteRect)
{
// Add the bounding box of each blurred corner
addBlurredPointBox(outputBBox, inputBBox[0].xy);
addBlurredPointBox(outputBBox, inputBBox[0].xw);
addBlurredPointBox(outputBBox, inputBBox[0].zy);
addBlurredPointBox(outputBBox, inputBBox[0].zw);
}
gl_Position = vec4(0.0); // Does not link without
}