From 67dd4bdd47a0324507bed232d22068aa198549fe Mon Sep 17 00:00:00 2001
From: hwc487
Date: Wed, 11 Jul 2012 09:48:19 -0700
Subject: re-wrote the radial blur shader. Changed tolerances in the
deformation shaders.
---
assets/shaders/radialBlur.frag.glsl | 81 +++++++++++++++++++++++++------------
1 file changed, 55 insertions(+), 26 deletions(-)
(limited to 'assets')
diff --git a/assets/shaders/radialBlur.frag.glsl b/assets/shaders/radialBlur.frag.glsl
index c4520e58..953e6f07 100644
--- a/assets/shaders/radialBlur.frag.glsl
+++ b/assets/shaders/radialBlur.frag.glsl
@@ -1,46 +1,75 @@
+/*
+Copyright (c) 2012, Motorola Mobility LLC.
+All Rights Reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+* Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+
+* Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+* Neither the name of Motorola Mobility LLC nor the names of its
+ contributors may be used to endorse or promote products derived from this
+ software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifdef GL_ES
precision highp float;
+#endif
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_speed;
uniform sampler2D u_tex0;
-vec3 deform( in vec2 p )
-{
- vec2 uv;
-
- float time = u_time * u_speed;
- vec2 q = vec2( sin(1.1*time+p.x),sin(1.2*time+p.y) );
-
- float a = atan(q.y,q.x);
- float r = sqrt(dot(q,q));
-
- uv.x = sin(0.0+1.0*time)+p.x*sqrt(r*r+1.0);
- uv.y = sin(0.6+1.1*time)+p.y*sqrt(r*r+1.0);
-
- return texture2D(u_tex0,uv*.5).xyz;
-}
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
- //vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / vec2(500,500).xy;
vec2 s = p;
- vec3 total = vec3(0.0);
- vec2 d = (vec2(0.0,0.0)-p)/40.0;
- float w = 1.0;
- for( int i=0; i<40; i++ )
+ float time = u_time * u_speed;
+ float c1 = 1.1*time, c2 = 1.2*time, c3 = 0.6+1.1*time;
+ float sc3 = sin(c3), st = sin(time);
+
+ const float iterCount = 40.0;
+ const int iIterCount = int( iterCount );
+
+ vec3 sum = vec3(0.0);
+ vec2 delta = -p/iterCount;
+ vec2 uv;
+ for( int i=0; i