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authorErik Reider <[email protected]>2024-02-27 18:05:58 +0100
committerGitHub <[email protected]>2024-02-27 18:05:58 +0100
commit7f0883b383b73af7bc68dcf8c2ee845c5eab5807 (patch)
treeff13a416200ac372d0ae303e5996bb9a22f819dd /render/fx_renderer/gles2/shaders/blur1.frag
parent5b6862c981eb5541888f625cd93e7775cabe06b0 (diff)
[FX Renderer] Add blur (#30)
* Initial blur implementation * Added additional blur effects from SwayFX * Simplified blur pass functions to match the other pass functions * Minor fixes * Added support for optimized blur * tinywl: Don't set decoration values every frame * Updated public blur function docs * Simplified blur buffer management * Moved ignore transparent bool into a per buffer option * Clip the scene_buffer when blur is enabled * Added back corner and shadow checks in opaque_region function * Renamed fx_render_blur_options to fx_render_blur_pass_options * Fixed nits * Removed unused fx_framebuffer_bind_wlr_fbo function * Removed wlr_scene impl. Should be moved into future PR instead * Made blur impl independent of wlr_scene * Moved shader init back into fx_renderer.c * Renamed fx_framebuffer_get_or_create_bufferless to fx_framebuffer_get_or_create_custom
Diffstat (limited to 'render/fx_renderer/gles2/shaders/blur1.frag')
-rw-r--r--render/fx_renderer/gles2/shaders/blur1.frag18
1 files changed, 18 insertions, 0 deletions
diff --git a/render/fx_renderer/gles2/shaders/blur1.frag b/render/fx_renderer/gles2/shaders/blur1.frag
new file mode 100644
index 0000000..e7cb1be
--- /dev/null
+++ b/render/fx_renderer/gles2/shaders/blur1.frag
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+precision mediump float;
+varying mediump vec2 v_texcoord;
+uniform sampler2D tex;
+
+uniform float radius;
+uniform vec2 halfpixel;
+
+void main() {
+ vec2 uv = v_texcoord * 2.0;
+
+ vec4 sum = texture2D(tex, uv) * 4.0;
+ sum += texture2D(tex, uv - halfpixel.xy * radius);
+ sum += texture2D(tex, uv + halfpixel.xy * radius);
+ sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
+ sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
+
+ gl_FragColor = sum / 8.0;
+}