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uniform sampler2D tex;
uniform float radius;
uniform int iterations;
uniform float brightness;
uniform float width;
uniform float height;
uniform bool use_base_pixel;
uniform bool prefer_closer_pixels;
float srand(vec2 a) {
return sin(dot(a, vec2(1233.224, 1743.335)));
}
float rand(inout float r) {
r = fract(3712.65 * r + 0.61432);
return (r - 0.5) * 2.0;
}
void main() {
vec2 uv = cogl_tex_coord0_in.st;
vec2 p = 16 * radius / vec2(width, height);
float r = srand(uv);
vec2 rv;
vec2 dir;
vec2 new_uv;
int strength;
int count = 0;
vec4 c = vec4(0.);
for (int i = 0; i < iterations; i++) {
rv.x = rand(r);
rv.y = rand(r) * 3.141592;
dir = vec2(cos(rv.y), sin(rv.y));
new_uv = uv + rv.x * dir * p;
if (new_uv.x > 2. / width && new_uv.y > 2. / height && new_uv.x < 1. - 3. / width && new_uv.y < 1. - 3. / height) {
strength = prefer_closer_pixels ? ((iterations - i) * (iterations - i)) : 1;
c += strength * texture2D(tex, new_uv);
count += strength;
}
}
if (count == 0 || use_base_pixel) {
strength = prefer_closer_pixels ? ((iterations + 1) * (iterations + 1)) : 1;
c += strength * texture2D(tex, uv);
count += strength;
}
c.xyz *= brightness;
cogl_color_out = c / count;
}
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