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Fix: blur effects (#42)
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ozwaldorf authored Apr 19, 2024
1 parent 5ada125 commit e6bc246
Showing 1 changed file with 17 additions and 22 deletions.
39 changes: 17 additions & 22 deletions render/fx_renderer/gles2/shaders/blur_effects.frag
Original file line number Diff line number Diff line change
@@ -1,17 +1,13 @@
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

varying vec2 v_texcoord;

uniform sampler2D tex;

uniform float noise;
uniform float brightness;
uniform float contrast;
uniform float saturation;
uniform float noise;

mat4 brightnessMatrix() {
float b = brightness - 1.0;
Expand All @@ -30,31 +26,30 @@ mat4 contrastMatrix() {
}

mat4 saturationMatrix() {
vec3 luminance = vec3(0.3086, 0.6094, 0.0820);
float oneMinusSat = 1.0 - saturation;
vec3 red = vec3(luminance.x * oneMinusSat);
red+= vec3(saturation, 0, 0);
vec3 green = vec3(luminance.y * oneMinusSat);
green += vec3(0, saturation, 0);
vec3 blue = vec3(luminance.z * oneMinusSat);
blue += vec3(0, 0, saturation);
vec3 luminance = vec3(0.3086, 0.6094, 0.0820) * (1.0 - saturation);
vec3 red = vec3(luminance.x);
red.x += saturation;
vec3 green = vec3(luminance.y);
green.y += saturation;
vec3 blue = vec3(luminance.z);
blue.z += saturation;
return mat4(red, 0,
green, 0,
blue, 0,
0, 0, 0, 1);
}

// Fast generative noise function
float hash(vec2 p) {
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}
float noiseAmount(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 1689.1984);
p3 += dot(p3, p3.yzx + 33.33);
float hash = fract((p3.x + p3.y) * p3.z);
return (mod(hash, 1.0) - 0.5) * noise;
};

void main() {
vec4 color = texture2D(tex, v_texcoord);
color *= brightnessMatrix() * contrastMatrix() * saturationMatrix();
float noiseHash = hash(v_texcoord);
float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
color.rgb += noiseAmount * noise;

// Do *not* transpose the combined matrix when multiplying
color = brightnessMatrix() * contrastMatrix() * saturationMatrix() * color;
color.xyz += noiseAmount(v_texcoord);
gl_FragColor = color;
}

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