#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 }