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library / src / main / res / raw / post_fragment_shader.glsl @ 667a1ad9

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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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varying vec2 v_TexCoordinate;
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uniform sampler2D u_Texture;
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uniform vec2 u_objD;
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uniform int pNumEffects;                 // total number of postprocessing effects
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#if NUM_POSTPROCESS>0
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uniform int pType[NUM_POSTPROCESS];      // their types.
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uniform vec4 pUniforms[NUM_POSTPROCESS]; // i-th effect is 1 vec4: [i].
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//////////////////////////////////////////////////////////////////////////////////////////////
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// BLUR EFFECT
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void blur(out vec4 pixel,float radius)
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  {
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  pixel = vec4(0.0);
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  float blurSizeH = 1.0 / u_objD.x;
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  float blurSizeV = 1.0 / u_objD.y;
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  float denom     = 1.0 / ((2.0*radius+1.0)*(2.0*radius+1.0));
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  for (float x = -radius; x <= radius; x+=1.0)
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    for (float y = -radius; y <= radius; y+=1.0)
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      {
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      pixel += texture2D( u_Texture, vec2(v_TexCoordinate.x + x*blurSizeH, v_TexCoordinate.y + y*blurSizeV) ) *denom;
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      }
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  }
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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  {
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  vec4 pixel = texture2D(u_Texture,v_TexCoordinate);
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#if NUM_POSTPROCESS>0
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  for(int i=0; i<pNumEffects; i++)
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    {
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    if( pType[i]==BLUR ) blur(pixel,pUniforms[i].x);
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    }
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#endif
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  gl_FragColor = pixel;
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  }