1 | #version 150 |
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2 | |
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3 | //------------------------------------------------------ |
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4 | //Radial_Blur_FP.glsl |
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5 | // Implements radial blur to be used with the compositor |
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6 | // It's very dependent on screen resolution |
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7 | //------------------------------------------------------ |
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8 | |
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9 | uniform sampler2D tex; |
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10 | uniform float sampleDist; |
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11 | uniform float sampleStrength; |
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12 | |
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13 | in vec2 oUv0; |
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14 | out vec4 fragColour; |
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15 | |
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16 | void main() |
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17 | { |
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18 | float samples[10]; |
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19 | |
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20 | samples[0] = -0.08; |
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21 | samples[1] = -0.05; |
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22 | samples[2] = -0.03; |
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23 | samples[3] = -0.02; |
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24 | samples[4] = -0.01; |
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25 | samples[5] = 0.01; |
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26 | samples[6] = 0.02; |
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27 | samples[7] = 0.03; |
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28 | samples[8] = 0.05; |
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29 | samples[9] = 0.08; |
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30 | |
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31 | //Vector from pixel to the center of the screen |
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32 | vec2 dir = 0.5 - oUv0; |
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33 | |
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34 | //Distance from pixel to the center (distant pixels have stronger effect) |
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35 | //float dist = distance( vec2( 0.5, 0.5 ), texCoord ); |
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36 | float dist = sqrt( dir.x*dir.x + dir.y*dir.y ); |
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37 | |
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38 | |
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39 | //Now that we have dist, we can normlize vector |
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40 | dir = normalize( dir ); |
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41 | |
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42 | //Save the color to be used later |
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43 | vec4 color = texture( tex, oUv0 ); |
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44 | //Average the pixels going along the vector |
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45 | vec4 sum = color; |
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46 | for (int i = 0; i < 10; i++) |
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47 | { |
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48 | vec4 res=texture( tex, oUv0 + dir * samples[i] * sampleDist ); |
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49 | sum += res; |
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50 | } |
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51 | sum /= 11.0; |
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52 | |
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53 | //Calculate amount of blur based on |
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54 | //distance and a strength parameter |
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55 | float t = dist * sampleStrength; |
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56 | t = clamp( t, 0.0, 1.0 );//We need 0 <= t <= 1 |
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57 | |
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58 | //Blend the original color with the averaged pixels |
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59 | fragColour = mix( color, sum, t ); |
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60 | } |
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