diff --git a/effects/boxblur.frag b/effects/boxblur.frag
index 626cc1f7e..3da0380bc 100644
--- a/effects/boxblur.frag
+++ b/effects/boxblur.frag
@@ -6,24 +6,28 @@ uniform float radius;
uniform vec2 resolution;
uniform bool horiz_blur;
uniform bool vert_blur;
+uniform int iteration;
+
+varying vec2 vTexCoord;
void main(void) {
float rad = ceil(radius);
- float x_rad = (horiz_blur) ? rad : 0.5;
- float y_rad = (vert_blur) ? rad : 0.5;
- vec2 texCoord = gl_FragCoord.xy/resolution;
- if (radius == 0.0 || (!horiz_blur && !vert_blur)) {
- gl_FragColor = texture2D(image, texCoord);
- } else {
- 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) {
- color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
- }
+
+ float divider = 1.0 / rad;
+ vec4 color = vec4(0.0);
+ bool radius_is_zero = (rad == 0.0);
+
+ if (iteration == 0 && horiz_blur && !radius_is_zero) {
+ for (float x=-rad+0.5;x<=rad;x+=2.0) {
+ color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y))/resolution)*(divider);
}
gl_FragColor = color;
+ } else if (iteration == 1 && vert_blur && !radius_is_zero) {
+ for (float x=-rad+0.5;x<=rad;x+=2.0) {
+ color += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+x))/resolution)*(divider);
+ }
+ gl_FragColor = color;
+ } else {
+ gl_FragColor = texture2D(image, vTexCoord);
}
}
\ No newline at end of file
diff --git a/effects/boxblur.xml b/effects/boxblur.xml
index 1dd4cb45e..a6c0cb491 100644
--- a/effects/boxblur.xml
+++ b/effects/boxblur.xml
@@ -9,5 +9,5 @@
-
+
\ No newline at end of file
diff --git a/effects/gaussianblur.frag b/effects/gaussianblur.frag
index b5dd4e8c9..80aaedb18 100644
--- a/effects/gaussianblur.frag
+++ b/effects/gaussianblur.frag
@@ -4,13 +4,14 @@
uniform sampler2D image;
-uniform float radius;
+// uniform float radius;
uniform float sigma;
uniform vec2 resolution;
uniform bool horiz_blur;
uniform bool vert_blur;
+uniform int iteration;
-uniform bool opt;
+varying vec2 vTexCoord;
float gaussian(float x, float sigma) {
return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
@@ -21,28 +22,33 @@ float gaussian2(float x, float y, float sigma) {
}
void main(void) {
- if (radius == 0.0 || sigma == 0.0 || (!horiz_blur && !vert_blur)) {
- gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
- } else {
- float rad = ceil(radius);
- float x_rad = horiz_blur ? rad : 0.5;
- float y_rad = vert_blur ? rad : 0.5;
+ float rad = ceil(sigma);
- float sum = 0.0;
+ float sum = 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) {
- sum += gaussian2(x, y, sigma);
- }
+ vec4 color = vec4(0.0);
+
+ bool radius_is_zero = (rad == 0.0);
+
+ if (!radius_is_zero) {
+ for (float x=-rad+0.5;x<=rad;x+=2.0) {
+ sum += gaussian2(x, 0.0, sigma);
}
+ }
- 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);
- color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight);
- }
+ if (iteration == 0 && horiz_blur && !radius_is_zero) {
+ for (float x=-rad+0.5;x<=rad;x+=2.0) {
+ float weight = (gaussian2(x, 0.0, sigma)/sum);
+ color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y))/resolution)*(weight);
}
gl_FragColor = color;
- }
+ } else if (iteration == 1 && vert_blur && !radius_is_zero) {
+ for (float x=-rad+0.5;x<=rad;x+=2.0) {
+ float weight = (gaussian2(0.0, x, sigma)/sum);
+ color += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+x))/resolution)*(weight);
+ }
+ gl_FragColor = color;
+ } else {
+ gl_FragColor = texture2D(image, vTexCoord);
+ }
}
\ No newline at end of file
diff --git a/effects/gaussianblur.xml b/effects/gaussianblur.xml
index 76a6bc82a..d0d669f6d 100644
--- a/effects/gaussianblur.xml
+++ b/effects/gaussianblur.xml
@@ -1,8 +1,8 @@
-
+
@@ -12,8 +12,5 @@
-
-
+
\ No newline at end of file
diff --git a/project/effect.cpp b/project/effect.cpp
index 2beee31f7..7bb583bb4 100644
--- a/project/effect.cpp
+++ b/project/effect.cpp
@@ -102,7 +102,8 @@ Effect::Effect(Clip* c, const EffectMeta *em) :
texture(nullptr),
enable_always_update(false),
isOpen(false),
- bound(false)
+ bound(false),
+ iterations(1)
{
// set up base UI
container = new CollapsibleWidget();
@@ -276,6 +277,8 @@ Effect::Effect(Clip* c, const EffectMeta *em) :
vertPath = attr.value().toString();
} else if (attr.name() == "frag") {
fragPath = attr.value().toString();
+ } else if (attr.name() == "iterations") {
+ setIterations(attr.value().toInt());
}
}
}/* else if (reader.name() == "superimpose" && reader.isStartElement()) {
@@ -695,6 +698,14 @@ void Effect::endEffect() {
bound = false;
}
+int Effect::getIterations() {
+ return iterations;
+}
+
+void Effect::setIterations(int i) {
+ iterations = i;
+}
+
void Effect::process_image(double, uint8_t *, uint8_t *, int){}
Effect* Effect::copy(Clip* c) {
@@ -704,9 +715,10 @@ Effect* Effect::copy(Clip* c) {
return copy;
}
-void Effect::process_shader(double timecode, GLTextureCoords&) {
+void Effect::process_shader(double timecode, GLTextureCoords&, int iteration) {
glslProgram->setUniformValue("resolution", parent_clip->getWidth(), parent_clip->getHeight());
glslProgram->setUniformValue("time", GLfloat(timecode));
+ glslProgram->setUniformValue("iteration", iteration);
for (int i=0;ienable_superimpose) {
e->startEffect();
if (can_process_shaders && e->is_glsl_linked()) {
- e->process_shader(timecode, coords);
- composite_texture = draw_clip(c->fbo[fbo_switcher], composite_texture, true);
- fbo_switcher = !fbo_switcher;
+ for (int i=0;igetIterations();i++) {
+ e->process_shader(timecode, coords, i);
+ composite_texture = draw_clip(c->fbo[fbo_switcher], composite_texture, true);
+ fbo_switcher = !fbo_switcher;
+ }
}
if (e->enable_superimpose) {
GLuint superimpose_texture = e->process_superimpose(timecode);