Files
loop/shader/texture/colorBlur.frag
T
2023-03-07 22:53:32 +00:00

58 lines
1.5 KiB
GLSL

#version 450 core
in vec2 vTexPos;
out vec4 fColor;
uniform vec2 winSize;
uniform sampler2D screenTexture;
const float hOff = 2.0 / 600;
const float vOff = 2.0 / 600;
const float frac = 1.0 / 9;
const vec2 off[9] = vec2[]
( vec2( vOff,hOff )
, vec2( vOff,0.0 )
, vec2( vOff,-hOff )
, vec2( 0.0,hOff )
, vec2( 0.0,0.0 )
, vec2( 0.0,-hOff )
, vec2( -vOff,hOff )
, vec2( -vOff,0.0 )
, vec2( -vOff,-hOff )
);
const vec2 fiveOff[5] = vec2[]
( vec2( vOff,0.0 )
, vec2( 0.0,hOff )
, vec2( 0.0,0.0 )
, vec2( 0.0,-hOff )
, vec2( -vOff,0.0 )
);
vec4 combinef (vec4 ac, vec4 bc)
//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w -
// ac.w*bc.w);
//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w);
{ return vec4 (ac.rgb + bc.rgb * bc.a , ac.a + bc.a );
}
void main()
{
vec4 sampleTex[9];
for(int i=0; i<9; i++)
{
sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
}
vec4 col = vec4(0,0,0,0);
for (int i = 0; i < 9; i++)
col = combinef(col,sampleTex[i]);
//col += sampleTex[i] * frac;
float alph = 0.0;
for (int i = 0; i < 9; i++)
alph += sampleTex[i].a;
alph = min(sampleTex[4].a, alph/9.0);
//
//fColor = col;
fColor = vec4(col.rgb/col.a,alph);
//if (col.a == 0.0)
//{ fColor = vec4(0,0,0,0); }
//else
//{ fColor = vec4( col.r/col.a , col.g/col.a , col.b/col.a, col.a/9.0); }
}