gl renderer: Move work to the blur vertex shader

This commit is contained in:
Timm Bäder 2019-12-20 11:43:33 +01:00
parent c0d4a6fc81
commit 74f18f71d3

View File

@ -1,45 +1,57 @@
// VERTEX_SHADER:
uniform float u_blur_radius;
uniform vec2 u_blur_size;
uniform vec2 u_blur_dir;
_OUT_ vec2 pixel_step;
_OUT_ float pixels_per_side;
_OUT_ vec3 initial_gaussian;
const float PI = 3.14159265;
const float RADIUS_MULTIPLIER = 3.0;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
pixel_step = (vec2(1.0) / u_blur_size) * u_blur_dir;
pixels_per_side = floor(u_blur_radius * RADIUS_MULTIPLIER / 2.0);
float sigma = u_blur_radius; // *shrug*
initial_gaussian.x = 1.0 / (sqrt(2.0 * PI) * sigma);
initial_gaussian.y = exp(-0.5 / (sigma * sigma));
initial_gaussian.z = initial_gaussian.y * initial_gaussian.y;
}
// FRAGMENT_SHADER:
uniform float u_blur_radius;
uniform vec2 u_blur_size;
uniform vec2 u_blur_dir;
const float PI = 3.14159265;
const float RADIUS_MULTIPLIER = 3.0;
_IN_ vec2 pixel_step;
_IN_ float pixels_per_side;
_IN_ vec3 initial_gaussian;
// blur_radius 0 is NOT supported and MUST be caught before.
// Partially from http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
void main() {
float sigma = u_blur_radius; // *shrug*
float blur_radius = u_blur_radius * RADIUS_MULTIPLIER;
vec3 incrementalGaussian;
incrementalGaussian.x = 1.0 / (sqrt(2.0 * PI) * sigma);
incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
vec2 pixel_step = vec2(1.0) / u_blur_size;
vec3 incrementalGaussian = initial_gaussian;
float coefficientSum = 0.0;
vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x;
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
int pixels_per_side = int(floor(blur_radius / 2.0));
for (int i = 1; i <= pixels_per_side; i++) {
vec2 p = float(i) * pixel_step * u_blur_dir;
vec2 p = pixel_step;
for (int i = 1; i <= int(pixels_per_side); i++) {
sum += Texture(u_source, vUv - p) * incrementalGaussian.x;
sum += Texture(u_source, vUv + p) * incrementalGaussian.x;
coefficientSum += 2.0 * incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
p += pixel_step;
}
setOutputColor(sum / coefficientSum);