Hopefully fix bug

This commit is contained in:
NeeEoo
2023-08-11 12:48:20 +02:00
parent b88772aa6f
commit 4bdb8c05d8
2 changed files with 23 additions and 17 deletions
+22 -16
View File
@@ -1,27 +1,33 @@
#pragma header
float uBlur = 0.075;
float uBrightness = 0.9;
//#define iResolution _camSize
#define getTexture textureCam
#define iResolution openfl_TextureSize
//#define getTexture flixel_texture2D
float uBlur = 0.015;
float uBrightness = 0.6;
vec4 getColor(vec2 pos) {
if (pos.x < 0) pos.x = 0;
else if (pos.x > 1.0 - (1.0 / openfl_TextureSize.x)) pos.x = 1.0 - (1.0 / openfl_TextureSize.x);
else if (pos.x > 1.0 - (1.0 / iResolution.x)) pos.x = 1.0 - (1.0 / iResolution.x);
if (pos.y < 0) pos.y = 0;
else if (pos.y > 1.0 - (1.0 / openfl_TextureSize.y)) pos.y = 1.0 - (1.0 / openfl_TextureSize.y);
// return textureCam(bitmap, pos);
return flixel_texture2D(bitmap, pos);
else if (pos.y > 1.0 - (1.0 / iResolution.y)) pos.y = 1.0 - (1.0 / iResolution.y);
return getTexture(bitmap, pos);
}
vec2 fixvec2(float x, float y) { // makes an uv the same across sizes
vec2 val = vec2(x, y);
val.xy *= vec2(1280.0, 720.0);
val.xy /= openfl_TextureSize.xy;
val.xy /= iResolution.xy;
return val;
}
vec2 fixvec2(vec2 uv) { // makes an uv the same across sizes
vec2 val = uv;
val.xy *= vec2(1280.0, 720.0);
val.xy /= openfl_TextureSize.xy;
val.xy /= iResolution.xy;
return val;
}
@@ -31,18 +37,18 @@ vec2 random(vec2 p) {
}
void main() {
// vec2 camPos = getCamPos(openfl_TextureCoordv);
vec2 camPos = openfl_TextureCoordv;
vec2 camPos = getCamPos(openfl_TextureCoordv);
//vec2 camPos = openfl_TextureCoordv;
if (camPos.x < 0 || camPos.x > 1 || camPos.y < 0 || camPos.y > 1)
return;
//vec4 color = getColor(camPos);
vec2 blur = vec2(uBlur) * vec2(1.0, openfl_TextureSize.x / openfl_TextureSize.y);
vec2 blur = vec2(uBlur) * vec2(1.0, iResolution.x / iResolution.y);
vec4 a = getColor(camPos+fixvec2(random(camPos)*blur - blur / 2.0)) * uBrightness;
a += getColor(camPos+fixvec2(random(camPos+0.1)*blur - blur / 2.0)) * uBrightness;
a += getColor(camPos+fixvec2(random(camPos+0.2)*blur - blur / 2.0)) * uBrightness;
//a += getColor(camPos+fixvec2(random(camPos+0.3)*blur - blur / 2.0)) * uBrightness;
gl_FragColor = a / 4.0;
vec4 a = getColor(camPos+(random(camPos)*blur - blur / 2.0)) * uBrightness;
a += getColor(camPos+(random(camPos+0.1)*blur - blur / 2.0)) * uBrightness;
a += getColor(camPos+(random(camPos+0.2)*blur - blur / 2.0)) * uBrightness;
//a += getColor(camPos+(random(camPos+0.3)*blur - blur / 2.0)) * uBrightness;
gl_FragColor = a / 3.0;
}