diff options
author | Erik Reider <[email protected]> | 2024-02-27 18:05:58 +0100 |
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committer | GitHub <[email protected]> | 2024-02-27 18:05:58 +0100 |
commit | 7f0883b383b73af7bc68dcf8c2ee845c5eab5807 (patch) | |
tree | ff13a416200ac372d0ae303e5996bb9a22f819dd /render/fx_renderer/gles2/shaders/blur1.frag | |
parent | 5b6862c981eb5541888f625cd93e7775cabe06b0 (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.frag | 18 |
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 @@ -0,0 +1,18 @@ +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; +} |