Cleaning up shader

This commit is contained in:
Ne_Eo
2024-10-28 23:47:16 +01:00
parent d697f1e218
commit d6d5b951c5
+12 -23
View File
@@ -2,19 +2,12 @@
// Used for editors (faster)
//#define iResolution _camSize
#define getTexture textureCam
#define iResolution openfl_TextureSize
//#define getTexture flixel_texture2D
float uBlur = 0.015;
float uBrightness = 0.6;
const float uBlur = 0.015;
const float uBrightness = 0.6;
vec4 getColor(vec2 pos) {
vec2 ps = (pos);
ps = clamp(ps, vec2(0.0), vec2(1.0));//1.0 - (1.0 / iResolution.xy));
return flixel_texture2D(bitmap, (ps));
pos = clamp(pos, vec2(0.0), vec2(1.0));//1.0 - (1.0 / openfl_TextureSize.xy));
return flixel_texture2D(bitmap, pos);
}
uniform sampler2D noiseTexture;
@@ -22,20 +15,16 @@ uniform vec2 noiseTextureSize;
vec2 random(vec2 p) {
p *= openfl_TextureSize;
return texture2D(noiseTexture, p/noiseTextureSize).rg;
return texture2D(noiseTexture, p / noiseTextureSize).rg - vec2(0.5);
}
void main() {
vec2 camPos = (openfl_TextureCoordv);
//vec2 camPos = openfl_TextureCoordv;
if (camPos.x < 0.0 || camPos.x > 1.0 || camPos.y < 0.0 || camPos.y > 1.0)
return;
vec2 camPos = openfl_TextureCoordv;
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+(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 / 2.0;
vec4 a = getColor(camPos+random(camPos)*blur);
a += getColor(camPos+random(camPos+0.1)*blur);
//a += getColor(camPos+random(camPos+0.2)*blur);
//a += getColor(camPos+random(camPos+0.3)*blur);
gl_FragColor = (a / 2.0) * uBrightness;
}