hurrmmm/godot/tests/control_scheme/screen_shader.gdshader

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2023-11-12 11:45:10 -07:00
// https://github.com/ttencate/blur_godot4/blob/main/Blur.gdshader
shader_type canvas_item;
// Radius that the shader was designed for.
const float DEFAULT_RADIUS = 10.000000;
// Unit vector: (1, 0) or (0, 1)
uniform vec2 step = vec2(0, 1);
// Desired blur radius.
uniform float radius = 10.000000;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
uniform sampler2D darken_curve : source_color, repeat_disable;
uniform float amount;
void fragment() {
vec2 s = radius / DEFAULT_RADIUS * step / vec2(textureSize(screen_texture, 0));
COLOR.rgb =
0.011194727 * texture(screen_texture, SCREEN_UV - 10.000000000 * s).rgb +
0.039368696 * texture(screen_texture, SCREEN_UV - 8.415809477 * s).rgb +
0.071308558 * texture(screen_texture, SCREEN_UV - 6.435363708 * s).rgb +
0.110237219 * texture(screen_texture, SCREEN_UV - 4.455121108 * s).rgb +
0.145451038 * texture(screen_texture, SCREEN_UV - 2.475020813 * s).rgb +
0.163798995 * texture(screen_texture, SCREEN_UV - 0.495000167 * s).rgb +
0.157439298 * texture(screen_texture, SCREEN_UV + 1.485004498 * s).rgb +
0.129158204 * texture(screen_texture, SCREEN_UV + 3.465057055 * s).rgb +
0.090434685 * texture(screen_texture, SCREEN_UV + 5.445220765 * s).rgb +
0.054043977 * texture(screen_texture, SCREEN_UV + 7.425557483 * s).rgb +
0.027564604 * texture(screen_texture, SCREEN_UV + 9.406126897 * s).rgb;
COLOR.a = 1.0;
float darken = 1.0-distance(SCREEN_UV, vec2(0.5));
darken = mix(darken, .5, -amount);
COLOR.rgb = min(COLOR.rgb, texture(darken_curve, vec2(darken)).rgb);
}