| 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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