blur_effect.glsl 3.5 KB

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  1. uniform sampler2D tex;
  2. uniform float sigma;
  3. uniform int dir;
  4. uniform float brightness;
  5. uniform float corner_radius;
  6. uniform float width;
  7. uniform float height;
  8. float circleBounds(vec2 p, vec2 center, float clip_radius) {
  9. vec2 delta = p - center;
  10. float dist_squared = dot(delta, delta);
  11. float outer_radius = clip_radius + 0.5;
  12. if (dist_squared >= (outer_radius * outer_radius))
  13. return 0.0;
  14. float inner_radius = clip_radius - 0.5;
  15. if (dist_squared <= (inner_radius * inner_radius))
  16. return 1.0;
  17. return outer_radius - sqrt(dist_squared);
  18. }
  19. vec4 shapeCorner(vec4 pixel, vec2 p, vec2 center, float clip_radius) {
  20. float alpha = circleBounds(p, center, clip_radius);
  21. return vec4(pixel.rgb * alpha, min(alpha, pixel.a));
  22. }
  23. vec4 getTexture(vec2 uv) {
  24. if (uv.x < 2. / width)
  25. uv.x = 2. / width;
  26. if (uv.y < 2. / height)
  27. uv.y = 2. / height;
  28. if (uv.x > 1. - 3. / width)
  29. uv.x = 1. - 3. / width;
  30. if (uv.y > 1. - 3. / height)
  31. uv.y = 1. - 3. / height;
  32. return texture2D(tex, uv);
  33. }
  34. void main(void) {
  35. vec2 uv = cogl_tex_coord_in[0].xy;
  36. vec2 pos = uv * vec2(width, height);
  37. vec2 direction = vec2(dir, (1.0 - dir));
  38. float pixel_step;
  39. if (dir == 0)
  40. pixel_step = 1.0 / height;
  41. else
  42. pixel_step = 1.0 / width;
  43. vec3 gauss_coefficient;
  44. gauss_coefficient.x = 1.0 / (sqrt(2.0 * 3.14159265) * sigma);
  45. gauss_coefficient.y = exp(-0.5 / (sigma * sigma));
  46. gauss_coefficient.z = gauss_coefficient.y * gauss_coefficient.y;
  47. float gauss_coefficient_total = gauss_coefficient.x;
  48. vec4 ret = getTexture(uv) * gauss_coefficient.x;
  49. gauss_coefficient.xy *= gauss_coefficient.yz;
  50. int n_steps = int(ceil(1.5 * sigma)) * 2;
  51. for (int i = 1; i <= n_steps; i += 2) {
  52. float coefficient_subtotal = gauss_coefficient.x;
  53. gauss_coefficient.xy *= gauss_coefficient.yz;
  54. coefficient_subtotal += gauss_coefficient.x;
  55. float gauss_ratio = gauss_coefficient.x / coefficient_subtotal;
  56. float foffset = float(i) + gauss_ratio;
  57. vec2 offset = direction * foffset * pixel_step;
  58. ret += getTexture(uv + offset) * coefficient_subtotal;
  59. ret += getTexture(uv - offset) * coefficient_subtotal;
  60. gauss_coefficient_total += 2.0 * coefficient_subtotal;
  61. gauss_coefficient.xy *= gauss_coefficient.yz;
  62. }
  63. vec4 outColor = ret / gauss_coefficient_total;
  64. // apply brightness and rounding on the second pass (dir==0 comes last)
  65. if (dir == 0) {
  66. // left side
  67. if (pos.x < corner_radius) {
  68. // top left corner
  69. if (pos.y < corner_radius) {
  70. outColor = shapeCorner(outColor, pos, vec2(corner_radius + 2., corner_radius + 2.), corner_radius);
  71. // bottom left corner
  72. } else if (pos.y > height - corner_radius) {
  73. outColor = shapeCorner(outColor, pos, vec2(corner_radius + 2., height - corner_radius - 1.), corner_radius);
  74. }
  75. // right side
  76. } else if (pos.x > width - corner_radius) {
  77. // top right corner
  78. if (pos.y < corner_radius) {
  79. outColor = shapeCorner(outColor, pos, vec2(width - corner_radius - 1., corner_radius + 2.), corner_radius);
  80. // bottom right corner
  81. } else if (pos.y > height - corner_radius) {
  82. outColor = shapeCorner(outColor, pos, vec2(width - corner_radius - 1., height - corner_radius - 1.), corner_radius);
  83. }
  84. }
  85. outColor.rgb *= brightness;
  86. }
  87. cogl_color_out = outColor;
  88. }