// based on Hashed blur by David Hoskins. // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. #ifdef OR_IN_OUT in vec2 v_texCoord0; #else varying vec2 v_texCoord0; #endif uniform sampler2D tex0; uniform vec2 textureSize0; uniform float radius; uniform float time; uniform int samples; uniform float gain; #ifndef OR_GL_FRAGCOLOR out vec4 o_color; #endif #define TAU 6.28318530718 //------------------------------------------------------------------------------------------- #define HASHSCALE 443.8975 vec2 hash22(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * HASHSCALE); p3 += dot(p3, p3.yzx+19.19); return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y)); } vec2 sampleTexture(inout vec2 r) { r = fract(r * vec2(33.3983, 43.4427)); //return r-.5; return sqrt(r.x+.001) * vec2(sin(r.y * TAU), cos(r.y * TAU))*.5; // <<=== circular sampling. } //------------------------------------------------------------------------------------------- vec4 blur(vec2 uv, float radius) { vec2 circle = vec2(radius) * (vec2(1.0) / textureSize0); vec2 random = hash22(uv + vec2(time)); vec4 acc = vec4(0.0); for (int i = 0; i < 100; i++) { if (i > samples) break; #ifndef OR_GL_TEXTURE2D acc += texture(tex0, uv + circle * sampleTexture(random)); #else acc += texture2D(tex0, uv + circle * sampleTexture(random)); #endif } return acc / float(samples); } //------------------------------------------------------------------------------------------- void main() { vec2 uv = v_texCoord0; float radiusSqr = pow(radius, 2.0); vec4 result = blur(uv, radiusSqr); result.rgb *= gain; #ifdef OR_GL_FRAGCOLOR gl_FragColor = result; #else o_color = result; #endif }