fixed blur issues on intel gpus

This commit is contained in:
itsmattkc
2018-12-22 08:53:39 +11:00
parent e08df8df4d
commit 74d343522d
4 changed files with 14 additions and 4 deletions
+3 -1
View File
@@ -18,10 +18,12 @@ void main(void) {
float divider = 1.0;
if (horiz_blur) divider /= rad;
if (vert_blur) divider /= rad;
vec4 color = vec4(0.0);
for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
}
}
gl_FragColor = color;
}
}
+3 -1
View File
@@ -17,11 +17,13 @@ void main(void) {
float sin_angle = sin(radians);
float cos_angle = cos(radians);
vec4 color = vec4(0.0);
for (float i=-ceillen+0.5;i<=ceillen;i+=2.0) {
float y = sin_angle * i;
float x = cos_angle * i;
gl_FragColor += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
color += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
}
gl_FragColor = color;
} else {
gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
}
+3 -1
View File
@@ -36,11 +36,13 @@ void main(void) {
}
}
vec4 color = vec4(0.0);
for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
float weight = (gaussian2(x, y, sigma)/sum);
gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight);
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight);
}
}
gl_FragColor = color;
}
}
+5 -1
View File
@@ -22,11 +22,15 @@ void main(void) {
float limit = ceil(radius * multiplier);
float divider = 1.0 / limit;
vec4 color = vec4(0.0);
for (float i=-limit+0.5;i<=limit;i+=2.0) {
float y = sin_angle * i;
float x = cos_angle * i;
gl_FragColor += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
color += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
}
gl_FragColor = color;
} else {
gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
}