blur.glsl
2.68 KB
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uniform float left;
uniform float top;
uniform float ox;
uniform float oy;
uniform float zIn;
uniform float zOut;
uniform float roz;
uniform float rEnd;
uniform bool isShort;
uniform float prange;
uniform vec4 resolution;
uniform float intensity;
uniform float progress;
uniform sampler2D src1;
uniform sampler2D src2;
varying vec2 vUv;
const int passes = 6;
float pi = 3.141592653;
vec4 getFromColor(vec2 uv) {
return TEXTURE2D(src1, uv);
}
vec4 getToColor(vec2 uv) {
return TEXTURE2D(src2, uv);
}
float map(float a, float b, float c, float d, float v, float cmin, float cmax) {
return clamp((v - a) * (d - c) / (b - a) + c, cmin, cmax);
}
vec2 mirror(vec2 v) {
vec2 m = mod(v, 2.0);
return mix(m, 2.0 - m, step(1.0, m));
}
vec2 rotate(vec2 uv, vec2 mid, float rotation) {
return vec2(cos(rotation) * (uv.x - mid.x) + sin(rotation) * (uv.y - mid.y) + mid.x, cos(rotation) * (uv.y - mid.y) - sin(rotation) * (uv.x - mid.x) + mid.y);
}
vec2 zoomFunction(vec2 uv, vec2 o, float z, float m) {
uv -= o;
uv *= 1. + z * m;
uv += o;
return uv;
}
void main() {
vec2 o = vec2(ox, oy);
vec2 uv = (vUv - vec2(0.5)) * resolution.zw + vec2(0.5);
float ratio = resolution.x / resolution.y;
vec4 c1 = vec4(0.0);
vec4 c2 = vec4(0.0);
float disp = intensity * (0.5 - distance(0.5, progress));
float m = progress;
float nprog = map((0.5 - prange), (0.5 + prange), 0., 1., m, 0., 1.);
float rm = map(0., rEnd, 0., 1., m, 0., 1.);
o.x *= ratio;
uv.x *= ratio;
uv = rotate(uv, o, roz * pi * progress);
uv.x /= ratio;
o.x /= ratio;
vec2 uvIn = uv;
vec2 uvOut = uv;
if (isShort) {
uvIn.x -= o.x * 2.;
uvIn.y -= o.y * 2.;
}
float zm = sin(pi * progress);
if (zOut != 0.) uvOut = zoomFunction(uvOut, o, max(zOut, -0.9), progress);
if (zIn != 0.) uvIn = zoomFunction(uvIn, o, max(zIn, -0.9), 1. - progress);
for (int xi = 0; xi < passes; xi++) {
float x = float(xi) / float(passes) - 0.5;
for (int yi = 0; yi < passes; yi++) {
float y = float(yi) / float(passes) - 0.5;
vec2 v = vec2(x, y);
float d = disp;
vec2 nUvOut = vec2(uvOut.x + progress * left, uvOut.y + progress * top) + d * v;
nUvOut = mirror(nUvOut);
vec2 nUvIn = vec2(uvIn.x + progress * left, uvIn.y + progress * top) + d * v;
nUvIn = mirror(nUvIn);
if (mod(left, 2.0) != 0.) nUvIn.x *= -1.;
if (mod(top, 2.0) != 0.) nUvIn.y *= -1.;
c1 += getFromColor(nUvOut);
c2 += getToColor(nUvIn);
}
}
c1 /= float(passes * passes);
c2 /= float(passes * passes);
gl_FragColor = mix(c1, c2, nprog);
}