Generic blur effect
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37
Effects/blur.eff
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37
Effects/blur.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/blur</name>
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<parameters>
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<blurOffset_x>0.0</blurOffset_x>
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<blurOffset_y>0.0</blurOffset_y>
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<buffer-name></buffer-name>
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</parameters>
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<technique n="11">
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<pass>
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<texture-unit>
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<unit>0</unit>
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<type>buffer</type>
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<name><use>buffer-name</use></name>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/blur.vert</vertex-shader>
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<fragment-shader>Shaders/blur.frag</fragment-shader>
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</program>
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<uniform>
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<name>input_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>blurOffset_x</name>
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<type>float</type>
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<value type="float"><use>blurOffset_x</use></value>
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</uniform>
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<uniform>
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<name>blurOffset_y</name>
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<type>float</type>
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<value type="float"><use>blurOffset_y</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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17
Shaders/blur.frag
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17
Shaders/blur.frag
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#version 120
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uniform sampler2D input_tex;
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uniform vec2 fg_BufferSize;
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uniform float blurOffset_x;
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uniform float blurOffset_y;
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const float f[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0);
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const float w[5] = float[](0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 );
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void main() {
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vec2 blurOffset = vec2(blurOffset_x, blurOffset_y) / fg_BufferSize;
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vec2 coords = gl_TexCoord[0].xy;
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vec4 color = vec4( texture2D( input_tex, coords + f[0] * blurOffset ).rgb * w[0], 1.0 );
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for (int i=1; i<5; ++i ) {
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color.rgb += texture2D( input_tex, coords - f[i] * blurOffset ).rgb * w[i];
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color.rgb += texture2D( input_tex, coords + f[i] * blurOffset ).rgb * w[i];
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}
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gl_FragColor = color;
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}
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4
Shaders/blur.vert
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4
Shaders/blur.vert
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void main() {
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gl_Position = gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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