♻️ Make blur a common method
This commit is contained in:
@@ -56,23 +56,6 @@ uniform float uEdgeSize;
|
||||
// soft <--> hard
|
||||
uniform float uEdgeHardness;
|
||||
|
||||
// A simple blur function
|
||||
vec4 blur(vec2 uv, float radius, float samples) {
|
||||
vec4 color = vec4(0.0);
|
||||
|
||||
const float tau = 6.28318530718;
|
||||
const float directions = 15.0;
|
||||
|
||||
for (float d = 0.0; d < tau; d += tau / directions) {
|
||||
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
|
||||
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
|
||||
color += getInputColor(uv + offset);
|
||||
}
|
||||
}
|
||||
|
||||
return color / samples / directions;
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
// This gradually dissolves from [1..0] from the outside to the center. We
|
||||
@@ -146,26 +129,12 @@ void main() {
|
||||
// calculate this before saturating it
|
||||
float b = (color.r + color.g + color.b) / 3.0;
|
||||
|
||||
oColor = blur(iTexCoord.st, b * uBlur * mask1, 7.0);
|
||||
oColor = getBlurredInputColor(iTexCoord.st, b * uBlur * mask1, 7.0);
|
||||
}
|
||||
|
||||
// apply masks and colors
|
||||
oColor.a *= mask0;
|
||||
|
||||
// i was doing this to try to adjust for light mode
|
||||
// i don;t like the way these make the effect look
|
||||
// ...maybe a toggle for it later
|
||||
/*
|
||||
float oColorPercent = (oColor.r + oColor.g + oColor.b)/3.0;
|
||||
oColor.r = mix(oColor.r , 1.0 - oColor.r, mask1 * oColorPercent);
|
||||
oColor.g = mix(oColor.g , 1.0 - oColor.g, mask1 * oColorPercent);
|
||||
oColor.b = mix(oColor.b , 1.0 - oColor.b, mask1 * oColorPercent);
|
||||
// --or
|
||||
oColor.r = mix(oColor.r , 0.0, mask1 * oColorPercent);
|
||||
oColor.g = mix(oColor.g , 0.0, mask1 * oColorPercent);
|
||||
oColor.b = mix(oColor.b , 0.0, mask1 * oColorPercent);
|
||||
*/
|
||||
|
||||
oColor += mask1 * vec4(color.rgb, 1.0);
|
||||
oColor.a *= oColorAlpha;
|
||||
|
||||
|
||||
@@ -153,6 +153,35 @@ void setOutputColor(vec4 outColor) { cogl_color_out = outColor; }
|
||||
|
||||
#endif // -------------------------------------------------------------------------------
|
||||
|
||||
// A simple blur function
|
||||
vec4 getBlurredInputColor(vec2 uv, float radius, float samples) {
|
||||
// Initialize the color accumulator to zero.
|
||||
vec4 color = vec4(0.0);
|
||||
|
||||
// Define a constant for 2 * PI (tau), which represents a full circle in radians.
|
||||
const float tau = 6.28318530718;
|
||||
|
||||
// Number of directions for sampling around the circle.
|
||||
const float directions = 15.0;
|
||||
|
||||
// Outer loop iterates over multiple directions evenly spaced around a circle.
|
||||
for (float d = 0.0; d < tau; d += tau / directions) {
|
||||
// Inner loop samples along each direction, with decreasing intensity.
|
||||
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
|
||||
// Calculate the offset for this sample based on direction, radius, and step.
|
||||
// The (1.0 - s) term ensures more sampling occurs closer to the center.
|
||||
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
|
||||
|
||||
// Add the sampled color at the offset position to the accumulator.
|
||||
color += getInputColor(uv + offset);
|
||||
}
|
||||
}
|
||||
|
||||
// Normalize the accumulated color by dividing by the total number of samples
|
||||
// and directions to ensure the result is averaged.
|
||||
return color / samples / directions;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------- compositing operators
|
||||
|
||||
// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
|
||||
|
||||
@@ -30,37 +30,6 @@
|
||||
// vec4 getInputColor(vec2 coords)
|
||||
// void setOutputColor(vec4 outColor)
|
||||
|
||||
// A simple blur function
|
||||
vec4 blur(vec2 uv, float radius, float samples) {
|
||||
// Initialize the color accumulator to zero.
|
||||
vec4 color = vec4(0.0);
|
||||
|
||||
// Define a constant for 2 * PI (tau), which represents a full circle in radians.
|
||||
const float tau = 6.28318530718;
|
||||
|
||||
// Number of directions for sampling around the circle.
|
||||
const float directions = 15.0;
|
||||
|
||||
// Outer loop iterates over multiple directions evenly spaced around a circle.
|
||||
for (float d = 0.0; d < tau; d += tau / directions) {
|
||||
// Inner loop samples along each direction, with decreasing intensity.
|
||||
for (float s = 0.0; s < 1.0; s += 1.0 / samples) {
|
||||
// Calculate the offset for this sample based on direction, radius, and step.
|
||||
// The (1.0 - s) term ensures more sampling occurs closer to the center.
|
||||
vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize;
|
||||
|
||||
// Add the sampled color at the offset position to the accumulator.
|
||||
color += getInputColor(uv + offset);
|
||||
}
|
||||
}
|
||||
|
||||
// Normalize the accumulated color by dividing by the total number of samples
|
||||
// and directions to ensure the result is averaged.
|
||||
return color / samples / directions;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// The width of the fading effect is loaded from the settings.
|
||||
uniform float uBlurAmount;
|
||||
uniform float uBlurQuality;
|
||||
@@ -83,7 +52,7 @@ void main() {
|
||||
|
||||
// Apply the calculated blur effect to the texture at the current texture coordinates.
|
||||
// The blur function uses the blur amount and quality (uBlurQuality) for sampling.
|
||||
vec4 texColor = blur(iTexCoord.st, blurAmount, uBlurQuality);
|
||||
vec4 texColor = getBlurredInputColor(iTexCoord.st, blurAmount, uBlurQuality);
|
||||
|
||||
// Calculate the alpha value for the transition using eased progress.
|
||||
// This determines how transparent the final color will appear.
|
||||
|
||||
Reference in New Issue
Block a user