diff --git a/gsk/resources/glsl/blur.glsl b/gsk/resources/glsl/blur.glsl index e3aecb867c..93a31d6d95 100644 --- a/gsk/resources/glsl/blur.glsl +++ b/gsk/resources/glsl/blur.glsl @@ -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);