Files
orx/orx-fx/src/shaders/glsl/blur/directional-hash-blur.frag
Edwin Jakobs 750b5ef67e [orx-fx] Use the appropriate FilterNto1 interfaces
* Fix webgl 2 compatibility
 * Add LumaLaplacian, ACESTonemap, ReinhardTonemap, DirectionalHashBlur
2022-12-28 14:18:37 +01:00

79 lines
2.0 KiB
GLSL

// based on Hashed blur by David Hoskins.
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
in vec2 v_texCoord0;
layout(binding = 0) uniform sampler2D tex0;
layout(binding = 1) uniform sampler2D tex1;
#ifdef RADIUS_FROM_TEXTURE
layout(binding = 2) uniform sampler2D tex2;
#endif
uniform vec2 textureSize0;
uniform float radius;
uniform float spread;
uniform float time;
uniform int samples;
uniform float gain;
out vec4 o_color;
#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 sampleOffset(inout vec2 r, vec2 direction) {
r = fract(r * vec2(33.3983, 43.4427));
return (r.x+.001) * direction;
}
vec2 sampleCircle(inout vec2 r) {
r = fract(r * vec2(33.3983, 43.4427));
return sqrt(r.x+.001) * vec2(sin(r.y * TAU), cos(r.y * TAU))*.5; // <<=== circular sampling.
}
//-------------------------------------------------------------------------------------------
vec4 blur(vec2 uv, float r) {
float radius = r;
#ifdef RADIUS_FROM_TEXTURE
radius *= texture(tex2, uv).r;
#endif
vec2 direction = texture(tex1, uv).xy;
vec2 line = vec2(spread) * (vec2(1.0) / textureSize0);
vec2 circle = vec2(radius) * (vec2(1.0) / textureSize0);
vec2 randomL = hash22(uv + vec2(time));
vec2 randomC = hash22(uv + vec2(time));
vec4 acc = vec4(0.0);
for (int i = 0; i < samples; i++) {
vec2 lineOffset = line * sampleOffset(randomL, direction);
vec2 circleOffset = circle * sampleCircle(randomC);
acc += textureLod(tex0, uv + circleOffset + lineOffset, 0 );
}
return acc / float(samples);
}
//-------------------------------------------------------------------------------------------
void main() {
vec2 uv = v_texCoord0;
float radiusSqr = pow(radius, 2.0);
vec4 result = blur(uv, radiusSqr);
result.rgb *= gain;
o_color = result;
}