#ifdef GL_ES
precision mediump float;
#endif
uniform mat3 worldToOutput;
uniform vec4 outputRect;
varying vec4 inputRect[1];
varying mat3 worldToInput[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]; }
float scale = sqrt(abs(det(worldToOutput)));
vec2 center_ = (worldToOutput * vec3(center, 1.0)).xy;
float rad_ = scale * max(radius, 0.0);
void addPoint(inout vec4 rect, vec2 p) {
rect.xy = min(rect.xy, p);
rect.zw = max(rect.zw, p);
}
void addBlurredPointBox(inout vec4 rect, vec2 p)
{
vec2 v = p - center_;
float vLength = length(v);
float dist = max(length(v) - rad_, 0.0);
float b = blur * dist;
v *= (b / max(vLength, 0.01));
addPoint(rect, p - v);
addPoint(rect, p + v);
}
void main( void )
{
worldToInput[0] = worldToOutput; // Let the input and output references be the same
inputRect[0] = outputRect;
// Add the bounding box of each blurred corner
addBlurredPointBox(inputRect[0], outputRect.xy);
addBlurredPointBox(inputRect[0], outputRect.xw);
addBlurredPointBox(inputRect[0], outputRect.zy);
addBlurredPointBox(inputRect[0], outputRect.zw);
gl_Position = vec4(0.0); // Does not link without
}