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- uniform sampler2D tex;
- uniform float radius;
- uniform int iterations;
- uniform float brightness;
- uniform float width;
- uniform float height;
- uniform bool use_base_pixel;
- float srand(vec2 a) {
- return sin(dot(a, vec2(1233.224, 1743.335)));
- }
- float rand(inout float r) {
- r = fract(3712.65 * r + 0.61432);
- return (r - 0.5) * 2.0;
- }
- void main() {
- vec2 uv = cogl_tex_coord0_in.st;
- vec2 p = 16 * radius / vec2(width, height);
- float r = srand(uv);
- vec2 rv;
- int count = 0;
- vec4 c = vec4(0.);
- for (int i = 0; i < iterations; i++) {
- rv.x = rand(r);
- rv.y = rand(r);
- vec2 new_uv = uv + rv * p;
- if (new_uv.x > 2. / width && new_uv.y > 2. / height && new_uv.x < 1. - 3. / width && new_uv.y < 1. - 3. / height) {
- c += texture2D(tex, new_uv);
- count += 1;
- }
- }
- if (count == 0 || use_base_pixel) {
- c += texture2D(tex, uv);
- count += 1;
- }
- c.xyz *= brightness;
- cogl_color_out = c / count;
- }
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