#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);
const float pi = 3.141592653;
const float pi_twice = 2.0 * pi;
const float pi_half = pi / 2.0;
void addPoint(inout vec4 rect, vec2 p) {
rect.xy = min(rect.xy, p.xy);
rect.zw = max(rect.zw, p.xy);
}
void addBlurredPointBox(inout vec4 rect, vec2 p)
{
// Remember the *definition* of angle: angle = arc length / radius
// Build p's blurred angular range
float distance = length(p - center_);
float angle = atan(p.y - center_.y, p.x - center_.x);
// If rad_ > 0, we assume that the blurred length is proportional to (distance - rad_);
float dist_ = max(distance - rad_, 0.0);
float blurLen = radians(max(blur, 0.0)) * dist_;
// The actual blurring angle is then found as (blurLen_ / distance)
float blur_ = blurLen / max(distance, 0.01); // Jump the singularity
vec2 angleRange = vec2(angle - blur_, angle + blur_); // Couldn't make it an array with
// explicit initialization... GLSL complained -.-
// Include the points at angleRange's extremes
addPoint(rect, center_ + distance * vec2(cos(angleRange.x), sin(angleRange.x)));
addPoint(rect, center_ + distance * vec2(cos(angleRange.y), sin(angleRange.y)));
// At pi/2 multiples we get a box extreme. Include them if present.
float blur_twice = 2.0 * blur_;
if(mod( - angleRange.x, pi_twice) < blur_twice)
addPoint(rect, center_ + vec2(distance, 0.0));
if(mod(pi_half - angleRange.x, pi_twice) < blur_twice)
addPoint(rect, center_ + vec2(0.0, distance));
if(mod(pi - angleRange.x, pi_twice) < blur_twice)
addPoint(rect, center_ + vec2(-distance, 0.0));
if(mod(-pi_half - angleRange.x, pi_twice) < blur_twice)
addPoint(rect, center_ + vec2(0.0, -distance));
}
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
}