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Tilt shift shader, modified from something @grapefrukt gave me
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// Modified version of a tilt shift shader from Martin Jonasson (http://grapefrukt.com/) | |
// Read http://notes.underscorediscovery.com/ for context on shaders and this file | |
// License : MIT | |
uniform sampler2D tex0; | |
varying vec2 tcoord; | |
varying vec4 color; | |
/* | |
Take note that blurring in a single pass (the two for loops below) is more expensive than separating | |
the x and the y blur into different passes. This was used where bleeding edge performance | |
was not crucial and is to illustrate a point. | |
The reason two passes is cheaper? | |
texture2D is a fairly high cost call, sampling a texture. | |
So, in a single pass, like below, there are 3 steps, per x and y. | |
That means a total of 9 "taps", it touches the texture to sample 9 times. | |
Now imagine we apply this to some geometry, that is equal to 16 pixels on screen (tiny) | |
(16 * 16) * 9 = 2304 samples taken, for width * height number of pixels, * 9 taps | |
Now, if you split them up, it becomes 3 for x, and 3 for y, a total of 6 taps | |
(16 * 16) * 6 = 1536 samples | |
That's on a *tiny* sprite, let's scale that up to 128x128 sprite... | |
(128 * 128) * 9 = 147,456 | |
(128 * 128) * 6 = 98,304 | |
That's 33.33..% cheaper for splitting them up. | |
That's with 3 steps, with higher steps (more taps per pass...) | |
A really smooth, 6 steps, 6*6 = 36 taps for one pass, 12 taps for two pass | |
You will notice, the curve is not linear, at 12 steps it's 144 vs 24 taps | |
It becomes orders of magnitude slower to do single pass! | |
Therefore, you split them up into two passes, one for x, one for y. | |
*/ | |
//I am hardcoding the constants like a jerk | |
const float bluramount = 1.0; | |
const float center = 1.1; | |
const float stepSize = 0.004; | |
const float steps = 3.0; | |
const float minOffs = (float(steps-1.0)) / -2.0; | |
const float maxOffs = (float(steps-1.0)) / +2.0; | |
void main() { | |
float amount; | |
vec4 blurred; | |
//Work out how much to blur based on the mid point | |
amount = pow((tcoord.y * center) * 2.0 - 1.0, 2.0) * bluramount; | |
//This is the accumulation of color from the surrounding pixels in the texture | |
blurred = vec4(0.0, 0.0, 0.0, 1.0); | |
//From minimum offset to maximum offset | |
for (float offsX = minOffs; offsX <= maxOffs; ++offsX) { | |
for (float offsY = minOffs; offsY <= maxOffs; ++offsY) { | |
//copy the coord so we can mess with it | |
vec2 temp_tcoord = tcoord.xy; | |
//work out which uv we want to sample now | |
temp_tcoord.x += offsX * amount * stepSize; | |
temp_tcoord.y += offsY * amount * stepSize; | |
//accumulate the sample | |
blurred += texture2D(tex0, temp_tcoord); | |
} //for y | |
} //for x | |
//because we are doing an average, we divide by the amount (x AND y, hence steps * steps) | |
blurred /= float(steps * steps); | |
//return the final blurred color | |
gl_FragColor = blurred; | |
} //main | |
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