much faster box blur
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+13
-33
@@ -9,42 +9,22 @@ uniform vec2 resolution;
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uniform bool horiz_blur;
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uniform bool vert_blur;
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uniform bool opt;
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void main(void) {
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float rad = floor(radius);
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float x_rad = (horiz_blur) ? rad : 0.5;
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float y_rad = (vert_blur) ? rad : 0.5;
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vec2 texCoord = gl_FragCoord.xy/resolution;
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if (radius == 0.0 || (!horiz_blur && !vert_blur)) {
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
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gl_FragColor = texture2D(image, texCoord);
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} else {
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float divider = 1.0 / ((radius*2.0)+1.0);
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if (horiz_blur && vert_blur) {
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divider *= divider;
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution)*divider;
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for (float i=1.0;i<=radius;i++) {
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-i, gl_FragCoord.y))/resolution)*(divider);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+i, gl_FragCoord.y))/resolution)*(divider);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+i))/resolution)*(divider);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y-i))/resolution)*(divider);
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}
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for (float x=1.0;x<=radius;x++) {
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for (float y=1.0;y<=radius;y++) {
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-x, gl_FragCoord.y-y))/resolution)*(divider);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-x, gl_FragCoord.y+y))/resolution)*(divider);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y-y))/resolution)*(divider);
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}
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}
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} else {
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution)*(divider);
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for (float i=1.0;i<=radius;i++) {
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if (horiz_blur) {
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x-i, gl_FragCoord.y))/resolution)*(divider);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+i, gl_FragCoord.y))/resolution)*(divider);
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} else {
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y-i))/resolution)*(divider);
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+i))/resolution)*(divider);
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}
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float divider = 1.0;
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if (horiz_blur) divider /= rad;
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if (vert_blur) divider /= rad;
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for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
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for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
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gl_FragColor += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
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}
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}
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}
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@@ -9,5 +9,8 @@
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<row name="Vertical">
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<field type="bool" default="1" id="vert_blur"/>
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</row>
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<row name="Opt">
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<field type="bool" default="0" id="opt"/>
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</row>
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<shader vert="common.vert" frag="boxblur.frag"/>
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</effect>
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+3
-3
@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Volumetric Light" category="Stylize">
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<effect name="Invert" category="Color">
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<row name="Amount">
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<field type="double" min="0" default="100" id="amount"/>
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<field type="double" min="0" default="100" max="100" id="amount"/>
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</row>
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<shader vert="common.vert" frag="volumetriclight.frag"/>
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<shader vert="common.vert" frag="invert.frag"/>
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</effect>
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@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Invert" category="Color">
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<effect name="Volumetric Light" category="Stylize">
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<row name="Amount">
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<field type="double" min="0" default="100" max="100" id="amount"/>
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<field type="double" min="0" default="100" id="amount"/>
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</row>
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<shader vert="common.vert" frag="invert.frag"/>
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<shader vert="common.vert" frag="volumetriclight.frag"/>
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</effect>
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