Optimized blur shader

This commit is contained in:
Ne_Eo
2024-10-27 23:45:53 +01:00
parent 08179b124d
commit 99fb9b48e5
6 changed files with 33 additions and 27 deletions
+7 -25
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@@ -13,32 +13,16 @@ 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 val = vec2(x, y);
val.xy *= vec2(1280.0, 720.0);
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 /= iResolution.xy;
return val;
}
uniform sampler2D noiseTexture;
uniform vec2 noiseTextureSize;
vec2 random(vec2 p) {
p = vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3)));
return fract(sin(p)*4375.5);
p *= openfl_TextureSize;
return texture2D(noiseTexture, p/noiseTextureSize).rg;
}
void main() {
@@ -47,13 +31,11 @@ void main() {
if (camPos.x < 0.0 || camPos.x > 1.0 || camPos.y < 0.0 || camPos.y > 1.0)
return;
//vec4 color = getColor(camPos);
vec2 blur = vec2(uBlur) * vec2(1.0, iResolution.x / iResolution.y);
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;
}
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+13 -1
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@@ -1,5 +1,7 @@
package funkin.editors.ui;
import openfl.display.ShaderParameter;
import openfl.display.ShaderInput;
import openfl.filters.ShaderFilter;
import flixel.tweens.FlxTween;
import funkin.backend.shaders.CustomShader;
@@ -7,7 +9,17 @@ import funkin.backend.shaders.CustomShader;
// TODO: make UIWarningSubstate extend this
class UISubstateWindow extends MusicBeatSubstate {
var camShaders:Array<FlxCamera> = [];
var blurShader:CustomShader = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
var blurShader:CustomShader = {
var _ = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
if(!Options.intensiveBlur) {
var noiseTexture:ShaderInput<openfl.display.BitmapData> = _.data.noiseTexture;
noiseTexture.input = Assets.getBitmapData("assets/shaders/noise256.png");
noiseTexture.wrap = REPEAT;
var noiseTextureSize:ShaderParameter<Float> = _.data.noiseTextureSize;
noiseTextureSize.value = [noiseTexture.input.width, noiseTexture.input.height];
}
_;
};
var titleSpr:UIText;
var messageSpr:UIText;
+13 -1
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@@ -1,5 +1,7 @@
package funkin.editors.ui;
import openfl.display.ShaderParameter;
import openfl.display.ShaderInput;
import openfl.filters.ShaderFilter;
import flixel.tweens.FlxTween;
import flixel.tweens.FlxEase;
@@ -7,7 +9,17 @@ import funkin.backend.shaders.CustomShader;
class UIWarningSubstate extends MusicBeatSubstate {
var camShaders:Array<FlxCamera> = [];
var blurShader:CustomShader = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
var blurShader:CustomShader = {
var _ = new CustomShader(Options.intensiveBlur ? "engine/editorBlur" : "engine/editorBlurFast");
if(!Options.intensiveBlur) {
var noiseTexture:ShaderInput<openfl.display.BitmapData> = _.data.noiseTexture;
noiseTexture.input = Assets.getBitmapData("assets/shaders/noise256.png");
noiseTexture.wrap = REPEAT;
var noiseTextureSize:ShaderParameter<Float> = _.data.noiseTextureSize;
noiseTextureSize.value = [noiseTexture.input.width, noiseTexture.input.height];
}
_;
};
var title:String;
var message:String;