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//
// libavg - Media Playback Engine.
// Copyright (C) 2003-2011 Ulrich von Zadow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Current versions can be found at www.libavg.de
//
uniform float u_Width;
uniform int u_Radius;
uniform sampler2D u_KernelTex;
uniform sampler2D u_HBlurTex;
uniform sampler2D u_OrigTex;
uniform vec4 u_Color;
uniform vec2 u_DestPos;
uniform vec2 u_DestSize;
#ifndef FRAGMENT_ONLY
varying vec2 v_TexCoord;
varying vec4 v_Color;
#endif
void main(void)
{
float sum = 0.;
float dy = dFdy(v_TexCoord.y);
for (int i=-u_Radius; i<=u_Radius; ++i) {
float a = texture2D(u_HBlurTex,
v_TexCoord+vec2(0,float(i)*dy)).a;
float coeff =
texture2D(u_KernelTex, vec2((float(i+u_Radius)+0.5)/u_Width,0)).r;
sum += a*coeff;
}
sum = min(1., sum);
vec2 origCoord = v_TexCoord;
origCoord = u_DestPos +
vec2(origCoord.s*u_DestSize.x, origCoord.t*u_DestSize.y);
vec4 origCol = texture2D(u_OrigTex, origCoord);
gl_FragColor = origCol+(1.-origCol.a)*u_Color*sum;
}
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