#ifdef GL_ES
precision mediump float;
#endif
uniform mat3 worldToOutput;
uniform sampler2D inputImage[1];
uniform mat3 outputToInput[1];
uniform vec2 center;
uniform float radius;
uniform float blur;
float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; }
mat3 worldToInput = outputToInput[0] * worldToOutput;
vec2 center_s = (worldToOutput * vec3(center, 1.0)).xy;
float scale_s = sqrt(abs(det(worldToOutput)));
float rad_s = scale_s * max(radius, 0.0);
#define STEPS_PER_PIXEL 4.0
void main( void )
{
// Build lengths on output metrics
vec2 v = gl_FragCoord.xy - center_s;
float distance_s = length(v);
float angle = atan(v.y, v.x);
float dist_s = max(distance_s - rad_s, 0.0);
float blurLen_s = radians(max(blur, 0.0)) * dist_s;
float blur_ = blurLen_s / max(distance_s, 0.01); // Jump the singularity
// Putting a maximum samples count - to prevent freezes; besides, blurring too many
// pixels is typically useless...
int samplesCount = int(clamp(ceil(blurLen_s * STEPS_PER_PIXEL), 1.0, 2000.0));
float angle_step = blur_ / float(samplesCount);
float cos_step = cos(angle_step);
float sin_step = sin(angle_step);
mat2 rot_step0 = mat2(cos_step, sin_step, -sin_step, cos_step);
mat2 rot_step1 = mat2(cos_step, -sin_step, sin_step, cos_step);
// Perform filtering
vec4 pix = texture2D(inputImage[0], (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy);
vec2 v0 = rot_step0 * v, v1 = rot_step1 * v;
for(int s = 1; s < samplesCount; ++s)
{
pix += texture2D(inputImage[0], (outputToInput[0] * vec3(center_s + v0, 1.0)).xy);
pix += texture2D(inputImage[0], (outputToInput[0] * vec3(center_s + v1, 1.0)).xy);
v0 = rot_step0 * v0, v1 = rot_step1 * v1;
}
gl_FragColor = pix / float(2 * samplesCount - 1);
}