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library / src / main / res / raw / blur2_fragment_shader.glsl @ 94f6d472

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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                          //
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//                                                                                          //
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// This file is part of Distorted.                                                          //
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//                                                                                          //
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// Distorted is free software: you can redistribute it and/or modify                        //
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// it under the terms of the GNU General Public License as published by                     //
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// the Free Software Foundation, either version 2 of the License, or                        //
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// (at your option) any later version.                                                      //
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//                                                                                          //
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// Distorted is distributed in the hope that it will be useful,                             //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
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// GNU General Public License for more details.                                             //
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//                                                                                          //
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// You should have received a copy of the GNU General Public License                        //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision lowp float;
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#if __VERSION__ != 100
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#define TEXTURE texture
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in vec2 v_TexCoordinate;
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out vec4 fragColor;
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#else
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#define TEXTURE texture2D
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varying vec2 v_TexCoordinate;
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#endif
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uniform sampler2D u_ColorTexture;
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uniform sampler2D u_DepthTexture;
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uniform float u_Offsets[MAX_BLUR];
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uniform float u_Weights[MAX_BLUR];
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uniform int u_Radius;
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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  {
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  gl_FragDepth = TEXTURE(u_DepthTexture,v_TexCoordinate).r;
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  vec4 pixel= TEXTURE(u_ColorTexture,v_TexCoordinate) * u_Weights[0];
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  for (int i=1; i<=u_Radius; i+=1)
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    {
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    pixel += ( TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x+u_Offsets[i],v_TexCoordinate.y)) +
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               TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i];
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    }
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#if __VERSION__ != 100
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  fragColor    =
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#else
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  gl_FragColor =
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#endif
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  pixel;
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  }
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