mirror of
https://github.com/hyprwm/Hyprland
synced 2024-12-23 00:09:49 +01:00
Major blur rework: optimization & fixes
Blur should be considerably faster now and work on full damage tracking
This commit is contained in:
parent
b5b78f3836
commit
43fc7662cc
4 changed files with 205 additions and 111 deletions
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@ -30,6 +30,8 @@ void CConfigManager::setDefaultVars() {
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configValues["general:col.active_border"].intValue = 0xffffffff;
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configValues["general:col.inactive_border"].intValue = 0xff444444;
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configValues["debug:int"].intValue = 0;
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configValues["decoration:rounding"].intValue = 1;
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configValues["decoration:blur"].intValue = 1;
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configValues["decoration:blur_size"].intValue = 8;
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@ -140,9 +140,11 @@ void CHyprOpenGLImpl::begin(SMonitor* pMonitor, pixman_region32_t* pDamage) {
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m_mMonitorRenderResources[pMonitor].primaryFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
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m_mMonitorRenderResources[pMonitor].mirrorFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
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m_mMonitorRenderResources[pMonitor].mirrorSwapFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
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m_mMonitorRenderResources[pMonitor].primaryFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
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m_mMonitorRenderResources[pMonitor].mirrorFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
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m_mMonitorRenderResources[pMonitor].mirrorSwapFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
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createBGTextureForMonitor(pMonitor);
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}
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@ -212,6 +214,11 @@ void CHyprOpenGLImpl::scissor(const pixman_box32* pBox) {
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glEnable(GL_SCISSOR_TEST);
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}
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void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h) {
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wlr_box box = {x,y,w,h};
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scissor(&box);
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}
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void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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@ -344,6 +351,133 @@ void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox,
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// but it works... well, I guess?
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//
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// Dual (or more) kawase blur
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CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* pBox) {
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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// get transforms for the full monitor
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const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
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float matrix[9];
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wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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wlr_matrix_project_box(matrix, &MONITORBOX, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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// get the config settings
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const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
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const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
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const auto BLURRADIUS = BLURSIZE * BLURPASSES;
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// now, prep the damage, get the extended damage region
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
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wlr_region_expand(&damage, &damage, BLURRADIUS); // expand for proper blurring
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pixman_region32_intersect_rect(&damage, &damage, 0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y); // clip it to the monitor
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// helper
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const auto PMIRRORFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB;
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const auto PMIRRORSWAPFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorSwapFB;
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CFramebuffer* currentRenderToFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB;
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Vector2D sample = m_RenderData.pMonitor->vecSize;
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// declare the draw func
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auto drawPass = [&](CShader* pShader, pixman_region32_t* pDamage) {
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if (currentRenderToFB == PMIRRORFB)
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PMIRRORSWAPFB->bind();
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else
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PMIRRORFB->bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID);
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glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(pShader->program);
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// prep two shaders
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glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
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glUniform1f(glGetUniformLocation(pShader->program, "radius"), BLURSIZE * (a / 255.f)); // this makes the blursize change with a
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if (pShader == &m_shBLUR1)
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glUniform2f(glGetUniformLocation(m_shBLUR1.program, "halfpixel"), 0.5f / (sample.x / 2.f), 0.5f / (sample.y / 2.f));
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else
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glUniform2f(glGetUniformLocation(m_shBLUR2.program, "halfpixel"), 0.5f / (sample.x * 2.f), 0.5f / (sample.y * 2.f));
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glUniform1i(pShader->tex, 0);
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glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(pShader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(pShader->posAttrib);
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glEnableVertexAttribArray(pShader->texAttrib);
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if (pixman_region32_not_empty(pDamage)) {
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PIXMAN_DAMAGE_FOREACH(pDamage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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glDisableVertexAttribArray(pShader->posAttrib);
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glDisableVertexAttribArray(pShader->texAttrib);
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if (currentRenderToFB != PMIRRORFB)
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currentRenderToFB = PMIRRORFB;
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else
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currentRenderToFB = PMIRRORSWAPFB;
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};
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// draw the things.
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// first draw is prim -> mirr
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PMIRRORSWAPFB->bind();
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clear(CColor(0, 0, 0, 0));
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PMIRRORFB->bind();
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clear(CColor(0, 0, 0, 0));
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glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTexID);
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// damage region will be scaled, make a temp
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pixman_region32_t tempDamage;
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pixman_region32_init(&tempDamage);
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wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
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drawPass(&m_shBLUR1, &tempDamage);
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// and draw
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for (int i = 1; i < BLURPASSES; ++i) {
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sample = m_RenderData.pMonitor->vecSize / (1 << i);
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wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
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drawPass(&m_shBLUR1, &tempDamage); // down
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}
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for (int i = BLURPASSES - 1; i >= 0; --i) {
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sample = m_RenderData.pMonitor->vecSize / (1 << i);
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wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big
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drawPass(&m_shBLUR2, &tempDamage); // up
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}
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// finish
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pixman_region32_fini(&tempDamage);
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pixman_region32_fini(&damage);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture(PMIRRORFB->m_cTex.m_iTarget, 0);
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return currentRenderToFB;
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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@ -352,82 +486,16 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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return;
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}
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// TODO: only blur selected regions when damaged
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// blur region + pad (blur size)
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if (!pixman_region32_not_empty(m_RenderData.pDamage))
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return;
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// basics
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const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
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float matrix[9];
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wlr_matrix_project_box(matrix, pBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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// blur the main FB, it will be rendered onto the mirror
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const auto POUTFB = blurMainFramebufferWithDamage(a, pBox);
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// blur the primary FB into the mirrored one
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m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.bind();
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clear(CColor(0, 0, 0, 0));
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// bind primary
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m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
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// matrix
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float matrixFull[9];
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wlr_box fullMonBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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wlr_matrix_project_box(matrixFull, &fullMonBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrixFull);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
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const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
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auto drawWithShader = [&](CShader* pShader, Vector2D halfpixel) {
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(pShader->program);
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// glUniform2f(glGetUniformLocation(pShader->program, "resolution"), m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y);
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glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
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glUniform1i(pShader->tex, 0);
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glUniform1f(glGetUniformLocation(pShader->program, "radius"), BLURSIZE * (a / 255.f) /* nice effect: less blur when less a */);
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glUniform2f(glGetUniformLocation(pShader->program, "halfpixel"), halfpixel.x, halfpixel.y);
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glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(pShader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(pShader->posAttrib);
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glEnableVertexAttribArray(pShader->texAttrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(pShader->posAttrib);
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glDisableVertexAttribArray(pShader->texAttrib);
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};
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int sampleW = 0, sampleH = 0;
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glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTexID);
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sampleW = m_RenderData.pMonitor->vecSize.x / 2.f;
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sampleH = m_RenderData.pMonitor->vecSize.y / 2.f;
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drawWithShader(&m_shBLUR1, Vector2D(0.5f / sampleW, 0.5f / sampleH)); // down
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glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex.m_iTexID);
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for (int i = 1; i < BLURPASSES; ++i) {
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drawWithShader(&m_shBLUR1, Vector2D(0.5f / sampleW, 0.5f / sampleH)); // down
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}
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sampleW = m_RenderData.pMonitor->vecSize.x * 2.f;
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sampleH = m_RenderData.pMonitor->vecSize.y * 2.f;
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for (int i = BLURPASSES - 1; i >= 0; --i) {
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drawWithShader(&m_shBLUR2, Vector2D(0.5f / sampleW, 0.5f / sampleH)); // up
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}
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glBindTexture(tex.m_iTarget, 0);
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// ok, now we can make a stencil for our window to affect the draw of the copy
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// make a stencil for rounded corners to work with blur
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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@ -437,38 +505,48 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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renderTextureInternal(tex, pBox, a, round, true); // discard opaque
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renderTextureInternal(tex, pBox, a, round, true); // discard opaque
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glStencilFunc(GL_EQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// Now we have a stencil and we need to scissor the updated regions
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// make a damage region for this window
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
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// bind the primary fb again for final drawing
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m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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// stencil done. Render everything.
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wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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if (pixman_region32_not_empty(&damage)) {
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{
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PIXMAN_DAMAGE_FOREACH(&damage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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// render our great blurred FB
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renderTextureInternal(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, &fullMonBox, 255.f); // 255.f because we adjusted blur strength to a
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// render our great blurred FB
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renderTextureInternal(POUTFB->m_cTex, &MONITORBOX, 255.f); // 255.f because we adjusted blur strength to a
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}
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}
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// render the window, but disable stencil for it
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// because stencil has ignoreopaque
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glDisable(GL_STENCIL_TEST);
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// render the window, but disable stencil for it
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// because stencil has ignoreopaque
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glDisable(GL_STENCIL_TEST);
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glEnable(GL_BLEND);
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renderTextureInternal(tex, pBox, a, round);
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glEnable(GL_STENCIL_TEST);
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{
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PIXMAN_DAMAGE_FOREACH(&damage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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renderTextureInternal(tex, pBox, a, round);
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}
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}
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}
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// disable the stencil
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// disable the stencil, finalize everything
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glStencilMask(-1);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glDisable(GL_STENCIL_TEST);
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pixman_region32_fini(&damage);
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scissor((wlr_box*)nullptr);
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}
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@ -23,6 +23,12 @@ inline const float fullVerts[] = {
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1, 1, // bottom right
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0, 1, // bottom left
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};
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inline const float fanVertsFull[] = {
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-1.0f, -1.0f,
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1.0f, -1.0f,
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1.0f, 1.0f,
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-1.0f, 1.0f
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};
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struct SCurrentRenderData {
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SMonitor* pMonitor = nullptr;
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struct SMonitorRenderData {
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CFramebuffer primaryFB;
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CFramebuffer mirrorFB;
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CFramebuffer mirrorSwapFB;
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CTexture stencilTex;
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};
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void clearWithTex();
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void scissor(const wlr_box*);
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void scissor(const pixman_box32*);
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void scissor(const int x, const int y, const int w, const int h);
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void destroyMonitorResources(SMonitor*);
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@ -91,6 +99,9 @@ private:
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GLuint compileShader(const GLuint&, std::string);
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void createBGTextureForMonitor(SMonitor*);
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox);
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void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false);
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void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0);
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@ -154,46 +154,49 @@ void main() {
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
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})#";
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// thanks to Loadus
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// https://www.shadertoy.com/view/Mtl3Rj
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// for this pseudo-gaussian blur!
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inline const std::string FRAGBLUR1 = R"#(
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#version 100
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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varying mediump vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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uniform vec2 resolution;
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uniform vec2 halfpixel;
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void main() {
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vec4 sum = texture2D(tex, v_texcoord) * 4.0;
|
||||
sum += texture2D(tex, v_texcoord - halfpixel.xy * radius);
|
||||
sum += texture2D(tex, v_texcoord + halfpixel.xy * radius);
|
||||
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius);
|
||||
sum += texture2D(tex, v_texcoord - vec2(halfpixel.x, -halfpixel.y) * radius);
|
||||
vec2 uv = v_texcoord * 2.0;
|
||||
|
||||
vec4 sum = texture2D(tex, uv) * 4.0;
|
||||
sum += texture2D(tex, uv - halfpixel.xy * radius);
|
||||
sum += texture2D(tex, uv + halfpixel.xy * radius);
|
||||
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
|
||||
sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
|
||||
gl_FragColor = sum / 8.0;
|
||||
}
|
||||
)#";
|
||||
|
||||
inline const std::string FRAGBLUR2 = R"#(
|
||||
#version 100
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord; // is in 0-1
|
||||
varying mediump vec2 v_texcoord; // is in 0-1
|
||||
uniform sampler2D tex;
|
||||
|
||||
uniform float radius;
|
||||
uniform vec2 resolution;
|
||||
uniform vec2 halfpixel;
|
||||
|
||||
void main() {
|
||||
vec4 sum = texture2D(tex, v_texcoord + vec2(-halfpixel.x * 2.0, 0.0) * radius);
|
||||
sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
|
||||
sum += texture2D(tex, v_texcoord + vec2(0.0, halfpixel.y * 2.0) * radius);
|
||||
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
|
||||
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x * 2.0, 0.0) * radius);
|
||||
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
|
||||
sum += texture2D(tex, v_texcoord + vec2(0.0, -halfpixel.y * 2.0) * radius);
|
||||
sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
|
||||
vec2 uv = v_texcoord / 2.0;
|
||||
|
||||
vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
|
||||
|
||||
sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
|
||||
sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
|
||||
sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
|
||||
sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
|
||||
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
|
||||
sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
|
||||
sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
|
||||
|
||||
gl_FragColor = sum / 12.0;
|
||||
}
|
||||
)#";
|
||||
|
|
Loading…
Reference in a new issue