refract.frag 3.0KB

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  1. #version 120
  2. uniform sampler2D texture;
  3. uniform sampler2D desktop;
  4. uniform int desktopWidth;
  5. uniform int desktopHeight;
  6. uniform float time;
  7. varying vec2 uvCoord;
  8. vec2 getDesktopUV( vec2 uv ) {
  9. // Desktop image is upside-down, blame X11 lmao
  10. uv.y = -uv.y;
  11. return uv;
  12. }
  13. const float pi = 3.14159265f;
  14. void main() {
  15. float sigma = 5;
  16. float numBlurPixelsPerSide = 2.0f;
  17. float blurMultiplier = 2.0f;
  18. vec2 tc = uvCoord.xy;
  19. vec2 p = -1.0 + 2.0 * tc;
  20. float len = length(p);
  21. vec2 offset = (p/len)*cos(len*12.0-time*4.0)*0.005;
  22. // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
  23. vec3 incrementalGaussian;
  24. incrementalGaussian.x = 1.0f / (sqrt(2.0f * pi) * sigma);
  25. incrementalGaussian.y = exp(-0.5f / (sigma * sigma));
  26. incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
  27. vec4 avgValue = vec4(0.0f, 0.0f, 0.0f, 0.0f);
  28. float coefficientSum = 0.0f;
  29. // Take the central sample first...
  30. vec4 color = texture2D( desktop, getDesktopUV( uvCoord.xy ) + offset );
  31. color.a = texture2D( texture, uvCoord.xy ).a;
  32. avgValue += color * incrementalGaussian.x;
  33. coefficientSum += incrementalGaussian.x;
  34. incrementalGaussian.xy *= incrementalGaussian.yz;
  35. // Go through the remaining 8 vertical samples (4 on each side of the center)
  36. for (float i = 1.0f; i <= numBlurPixelsPerSide; i++) {
  37. vec2 uv = (uvCoord.xy - i * blurSize * blurMultiplyVec);
  38. color = texture2D( desktop, getDesktopUV( uv ) + offset );
  39. color.a = texture2D( texture, uv ).a;
  40. avgValue += color * incrementalGaussian.x;
  41. uv = (uvCoord.xy + i * blurSize * blurMultiplyVec);
  42. color = texture2D( desktop, getDesktopUV( uv ) + offset );
  43. color.a = texture2D( texture, uv ).a;
  44. avgValue += color * incrementalGaussian.x;
  45. coefficientSum += 2 * incrementalGaussian.x;
  46. incrementalGaussian.xy *= incrementalGaussian.yz;
  47. }
  48. //Reset
  49. blurSize = 1.f/desktopWidth*blurMultiplier;
  50. blurMultiplyVec = vec2(1.0f, 0.0f);
  51. incrementalGaussian.x = 1.0f / (sqrt(2.0f * pi) * sigma);
  52. incrementalGaussian.y = exp(-0.5f / (sigma * sigma));
  53. incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
  54. // Go through the remaining 8 horizontal samples (4 on each side of the center)
  55. for (float i = 1.0f; i <= numBlurPixelsPerSide; i++) {
  56. vec2 uv = (uvCoord.xy - i * blurSize * blurMultiplyVec);
  57. vec4 color = texture2D( desktop, getDesktopUV( uv ) + offset );
  58. color.a = texture2D( texture, uv ).a;
  59. avgValue += color * incrementalGaussian.x;
  60. uv = (uvCoord.xy + i * blurSize * blurMultiplyVec);
  61. color = texture2D( desktop, getDesktopUV( uv ) + offset );
  62. color.a = texture2D( texture, uv ).a;
  63. avgValue += color * incrementalGaussian.x;
  64. coefficientSum += 2 * incrementalGaussian.x;
  65. incrementalGaussian.xy *= incrementalGaussian.yz;
  66. }
  67. gl_FragColor = avgValue / coefficientSum;
  68. }