some rendering and effect fixes
This commit is contained in:
@@ -7,18 +7,32 @@ uniform float feather;
|
||||
uniform mediump float amount_val;
|
||||
|
||||
vec4 process(vec4 col) {
|
||||
float alpha = col.a;
|
||||
float alpha = 1.0;
|
||||
|
||||
|
||||
if (feather == 0.0) {
|
||||
if (v_texcoord.x < (left*0.01) || v_texcoord.y < (top*0.01) || v_texcoord.x > (1.0-(right*0.01)) || v_texcoord.y > (1.0-(bottom*0.01))) {
|
||||
alpha = 0.0;
|
||||
}
|
||||
} else {
|
||||
float f = pow(2.0, 10.0-(feather*0.1));
|
||||
if (left > 0.0) alpha = alpha * clamp(((v_texcoord.x+(0.5/f))-(left*0.01))*f, 0.0, 1.0); // left
|
||||
if (top > 0.0) alpha = alpha * clamp(((v_texcoord.y+(0.5/f))-(top*0.01))*f, 0.0, 1.0); // top
|
||||
if (right > 0.0) alpha = alpha * clamp((((1.0-v_texcoord.x)+(0.5/f))-(right*0.01))*f, 0.0, 1.0); // right
|
||||
if (bottom > 0.0) alpha = alpha * clamp((((1.0-v_texcoord.y)+(0.5/f))-(bottom*0.01))*f, 0.0, 1.0); // bottom
|
||||
|
||||
if (left > 0.0) {
|
||||
alpha = clamp(((v_texcoord.x+(0.5/f))-(left*0.01))*f, 0.0, 1.0); // left
|
||||
}
|
||||
|
||||
if (top > 0.0) {
|
||||
alpha = clamp(((v_texcoord.y+(0.5/f))-(top*0.01))*f, 0.0, 1.0); // top
|
||||
}
|
||||
|
||||
if (right > 0.0) {
|
||||
alpha = clamp((((1.0-v_texcoord.x)+(0.5/f))-(right*0.01))*f, 0.0, 1.0); // right
|
||||
}
|
||||
|
||||
if (bottom > 0.0) {
|
||||
alpha = clamp((((1.0-v_texcoord.y)+(0.5/f))-(bottom*0.01))*f, 0.0, 1.0); // bottom
|
||||
}
|
||||
}
|
||||
|
||||
return vec4(col.rgb*alpha, alpha);
|
||||
return col * alpha;
|
||||
}
|
||||
@@ -1,23 +1,14 @@
|
||||
#version 110
|
||||
|
||||
uniform bool horiz;
|
||||
uniform bool vert;
|
||||
|
||||
uniform sampler2D myTexture;
|
||||
varying vec2 vTexCoord;
|
||||
vec4 process(vec4 col) {
|
||||
float x = v_texcoord.x;
|
||||
float y = v_texcoord.y;
|
||||
|
||||
void main(void) {
|
||||
float x = vTexCoord.x;
|
||||
float y = vTexCoord.y;
|
||||
if (!horiz && !vert) return col;
|
||||
|
||||
if (horiz) x = 1.0 - x;
|
||||
if (vert) y = 1.0 - y;
|
||||
|
||||
vec4 textureColor = texture2D(myTexture, vec2(x, y));
|
||||
gl_FragColor = vec4(
|
||||
textureColor.r,
|
||||
textureColor.g,
|
||||
textureColor.b,
|
||||
textureColor.a
|
||||
);
|
||||
return texture2D(texture, vec2(x, y));
|
||||
}
|
||||
@@ -1,11 +1,5 @@
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
uniform sampler2D image;
|
||||
|
||||
//uniform float radius;
|
||||
>>>>>>> master
|
||||
uniform float sigma;
|
||||
uniform vec2 resolution;
|
||||
uniform bool horiz_blur;
|
||||
|
||||
Reference in New Issue
Block a user