Small optimization to the blur shader

This commit is contained in:
Ne_Eo
2024-06-12 15:52:04 +02:00
parent 2a617396e8
commit 5f122ab240
+5 -10
View File
@@ -13,17 +13,12 @@ float uBrightness = 0.6;
vec4 getColor(vec2 pos) {
vec2 ps = (pos);
if (ps.x < 0.0) ps.x = 0.0;
//else if (ps.x > 1.0 - (1.0 / iResolution.x)) ps.x = 1.0 - (1.0 / iResolution.x);
else if (ps.x > 1.0) return vec4(0.0);
if (ps.y < 0.0) ps.y = 0.0;
//else if (ps.y > 1.0 - (1.0 / iResolution.y)) return ps.y = 1.0 - (1.0 / iResolution.y);
else if (ps.y > 1.0) return vec4(0.0);
ps = clamp(ps, vec2(0.0), vec2(1.0));//1.0 - (1.0 / iResolution.xy));
return flixel_texture2D(bitmap, (ps));
}
vec2 fixvec2(float x, float y) { // makes an uv the same across sizes
/*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 /= iResolution.xy;
@@ -34,7 +29,7 @@ vec2 fixvec2(vec2 uv) { // makes an uv the same across sizes
val.xy *= vec2(1280.0, 720.0);
val.xy /= iResolution.xy;
return val;
}
}*/
vec2 random(vec2 p) {
p = vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3)));
@@ -53,7 +48,7 @@ void main() {
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+0.2)*blur - blur / 2.0)) * uBrightness;
//a += getColor(camPos+(random(camPos+0.3)*blur - blur / 2.0)) * uBrightness;
gl_FragColor = a / 3.0;
gl_FragColor = a / 2.0;
}