| #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 ) |
| { |
| |
| 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); |
| |
| |
| |
| 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); |
| |
| |
| |
| 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); |
| } |