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- uniform sampler2D tex;
- uniform float sigma;
- uniform int dir;
- uniform float brightness;
- uniform float corner_radius;
- uniform float width;
- uniform float height;
- float circleBounds(vec2 p, vec2 center, float clip_radius) {
- vec2 delta = p - center;
- float dist_squared = dot(delta, delta);
- float outer_radius = clip_radius + 0.5;
- if (dist_squared >= (outer_radius * outer_radius))
- return 0.0;
- float inner_radius = clip_radius - 0.5;
- if (dist_squared <= (inner_radius * inner_radius))
- return 1.0;
- return outer_radius - sqrt(dist_squared);
- }
- vec4 shapeCorner(vec4 pixel, vec2 p, vec2 center, float clip_radius) {
- float alpha = circleBounds(p, center, clip_radius);
- return vec4(pixel.rgb * alpha, min(alpha, pixel.a));
- }
- vec4 getTexture(vec2 uv) {
- if (uv.x < 2. / width)
- uv.x = 2. / width;
- if (uv.y < 2. / height)
- uv.y = 2. / height;
- if (uv.x > 1. - 3. / width)
- uv.x = 1. - 3. / width;
- if (uv.y > 1. - 3. / height)
- uv.y = 1. - 3. / height;
- return texture2D(tex, uv);
- }
- void main(void) {
- vec2 uv = cogl_tex_coord_in[0].xy;
- vec2 pos = uv * vec2(width, height);
- vec2 direction = vec2(dir, (1.0 - dir));
- float pixel_step;
- if (dir == 0)
- pixel_step = 1.0 / height;
- else
- pixel_step = 1.0 / width;
- vec3 gauss_coefficient;
- gauss_coefficient.x = 1.0 / (sqrt(2.0 * 3.14159265) * sigma);
- gauss_coefficient.y = exp(-0.5 / (sigma * sigma));
- gauss_coefficient.z = gauss_coefficient.y * gauss_coefficient.y;
- float gauss_coefficient_total = gauss_coefficient.x;
- vec4 ret = getTexture(uv) * gauss_coefficient.x;
- gauss_coefficient.xy *= gauss_coefficient.yz;
- int n_steps = int(ceil(1.5 * sigma)) * 2;
- for (int i = 1; i <= n_steps; i += 2) {
- float coefficient_subtotal = gauss_coefficient.x;
- gauss_coefficient.xy *= gauss_coefficient.yz;
- coefficient_subtotal += gauss_coefficient.x;
- float gauss_ratio = gauss_coefficient.x / coefficient_subtotal;
- float foffset = float(i) + gauss_ratio;
- vec2 offset = direction * foffset * pixel_step;
- ret += getTexture(uv + offset) * coefficient_subtotal;
- ret += getTexture(uv - offset) * coefficient_subtotal;
- gauss_coefficient_total += 2.0 * coefficient_subtotal;
- gauss_coefficient.xy *= gauss_coefficient.yz;
- }
- vec4 outColor = ret / gauss_coefficient_total;
- // apply brightness and rounding on the second pass (dir==0 comes last)
- if (dir == 0) {
- // left side
- if (pos.x < corner_radius) {
- // top left corner
- if (pos.y < corner_radius) {
- outColor = shapeCorner(outColor, pos, vec2(corner_radius + 2., corner_radius + 2.), corner_radius);
- // bottom left corner
- } else if (pos.y > height - corner_radius) {
- outColor = shapeCorner(outColor, pos, vec2(corner_radius + 2., height - corner_radius - 1.), corner_radius);
- }
- // right side
- } else if (pos.x > width - corner_radius) {
- // top right corner
- if (pos.y < corner_radius) {
- outColor = shapeCorner(outColor, pos, vec2(width - corner_radius - 1., corner_radius + 2.), corner_radius);
- // bottom right corner
- } else if (pos.y > height - corner_radius) {
- outColor = shapeCorner(outColor, pos, vec2(width - corner_radius - 1., height - corner_radius - 1.), corner_radius);
- }
- }
- outColor.rgb *= brightness;
- }
- cogl_color_out = outColor;
- }
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