mirror of https://github.com/axmolengine/axmol.git
New shader for the blur effect, the old one is ineffecient and difficult to maintain.
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@ -421,22 +421,14 @@ class SpriteBlur : public Sprite
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{
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public:
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~SpriteBlur();
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void setBlurSize(float f);
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void setBlurRadius(float radius);
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bool initWithTexture(Texture2D* texture, const Rect& rect);
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void initGLProgram();
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static SpriteBlur* create(const char *pszFileName);
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protected:
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int _blurRadius;
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Vec2 _pixelSize;
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int _samplingRadius;
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//gaussian = cons * exp( (dx*dx + dy*dy) * scale);
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float _scale;
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float _cons;
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float _weightSum;
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float _blurRadius;
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};
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SpriteBlur::~SpriteBlur()
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@ -472,14 +464,7 @@ bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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auto s = getTexture()->getContentSizeInPixels();
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_pixelSize = Vec2(1/s.width, 1/s.height);
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_samplingRadius = 0;
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this->initGLProgram();
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getGLProgramState()->setUniformVec2("onePixelSize", _pixelSize);
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initGLProgram();
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return true;
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}
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@ -495,43 +480,16 @@ void SpriteBlur::initGLProgram()
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auto glProgramState = GLProgramState::getOrCreateWithGLProgram(program);
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setGLProgramState(glProgramState);
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auto size = getTexture()->getContentSizeInPixels();
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getGLProgramState()->setUniformVec2("resolution", size);
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getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
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}
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void SpriteBlur::setBlurSize(float f)
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void SpriteBlur::setBlurRadius(float radius)
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{
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if(_blurRadius == (int)f)
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return;
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_blurRadius = (int)f;
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_samplingRadius = _blurRadius;
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if (_samplingRadius > 10)
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{
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_samplingRadius = 10;
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}
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if (_blurRadius > 0)
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{
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float sigma = _blurRadius / 2.0f;
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_scale = -0.5f / (sigma * sigma);
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_cons = -1.0f * _scale / 3.141592f;
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_weightSum = -_cons;
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float weight;
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int squareX;
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for(int dx = 0; dx <= _samplingRadius; ++dx)
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{
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squareX = dx * dx;
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weight = _cons * exp(squareX * _scale);
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_weightSum += 2.0 * weight;
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for (int dy = 1; dy <= _samplingRadius; ++dy)
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{
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weight = _cons * exp((squareX + dy * dy) * _scale);
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_weightSum += 4.0 * weight;
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}
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}
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}
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log("_blurRadius:%d",_blurRadius);
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getGLProgramState()->setUniformVec4("gaussianCoefficient", Vec4(_samplingRadius, _scale, _cons, _weightSum));
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_blurRadius = radius;
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getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
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}
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// ShaderBlur
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@ -597,7 +555,7 @@ bool ShaderBlur::init()
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void ShaderBlur::sliderAction(Ref* sender, Control::EventType controlEvent)
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{
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ControlSlider* slider = (ControlSlider*)sender;
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_blurSprite->setBlurSize(slider->getValue());
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_blurSprite->setBlurRadius(slider->getValue());
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}
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// ShaderRetroEffect
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@ -249,80 +249,33 @@ class EffectBlur : public Effect
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{
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public:
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CREATE_FUNC(EffectBlur);
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virtual void setTarget(EffectSprite *sprite) override;
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void setGaussian(float value);
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void setCustomUniforms();
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void setBlurSize(float f);
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void setBlurRadius(float radius);
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protected:
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bool init(float blurSize=3.0);
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int _blurRadius;
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Vec2 _pixelSize;
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int _samplingRadius;
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float _scale;
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float _cons;
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float _weightSum;
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bool init(float blurRadius = 10.0f);
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float _blurRadius;
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};
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void EffectBlur::setTarget(EffectSprite *sprite)
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{
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Size s = sprite->getTexture()->getContentSizeInPixels();
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_pixelSize = Vec2(1/s.width, 1/s.height);
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_glprogramstate->setUniformVec2("onePixelSize", _pixelSize);
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Size size = sprite->getTexture()->getContentSizeInPixels();
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_glprogramstate->setUniformVec2("resolution", size);
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_glprogramstate->setUniformFloat("blurRadius", _blurRadius);
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}
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bool EffectBlur::init(float blurSize)
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bool EffectBlur::init(float blurRadius)
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{
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initGLProgramState("Shaders/example_Blur.fsh");
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auto s = Size(100,100);
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_blurRadius = 0;
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_pixelSize = Vec2(1/s.width, 1/s.height);
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_samplingRadius = 0;
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setBlurSize(blurSize);
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_glprogramstate->setUniformVec2("onePixelSize", _pixelSize);
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_glprogramstate->setUniformVec4("gaussianCoefficient", Vec4(_samplingRadius, _scale, _cons, _weightSum));
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_blurRadius = blurRadius;
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return true;
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}
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void EffectBlur::setBlurSize(float f)
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void EffectBlur::setBlurRadius(float radius)
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{
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if(_blurRadius == (int)f)
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return;
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_blurRadius = (int)f;
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_samplingRadius = _blurRadius;
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if (_samplingRadius > 10)
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{
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_samplingRadius = 10;
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}
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if (_blurRadius > 0)
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{
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float sigma = _blurRadius / 2.0f;
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_scale = -0.5f / (sigma * sigma);
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_cons = -1.0f * _scale / 3.141592f;
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_weightSum = -_cons;
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float weight;
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int squareX;
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for(int dx = 0; dx <= _samplingRadius; ++dx)
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{
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squareX = dx * dx;
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weight = _cons * exp(squareX * _scale);
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_weightSum += 2.0 * weight;
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for (int dy = 1; dy <= _samplingRadius; ++dy)
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{
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weight = _cons * exp((squareX + dy * dy) * _scale);
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_weightSum += 4.0 * weight;
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}
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}
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}
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_blurRadius = radius;
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}
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// Outline
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@ -1,5 +1,3 @@
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// Shader taken from: http://webglsamples.googlecode.com/hg/electricflower/electricflower.html
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#ifdef GL_ES
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precision mediump float;
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#endif
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@ -7,50 +5,42 @@ precision mediump float;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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uniform vec4 gaussianCoefficient;
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uniform vec2 onePixelSize;
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uniform vec2 resolution;
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uniform float blurRadius;
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void main() {
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if(gaussianCoefficient.x > 0.0) {
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vec4 sum = vec4(0.0);
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vec2 offset;
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float weight;
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float squareX;
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for(float dx = 0.0; dx <= gaussianCoefficient.x; dx += 1.0) {
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squareX = dx * dx;
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weight = gaussianCoefficient.z * exp(squareX * gaussianCoefficient.y);
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offset.x = -dx * onePixelSize.x;
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offset.y = 0.0;
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sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
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offset.x = dx * onePixelSize.x;
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sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
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for(float dy = 1.0; dy <= gaussianCoefficient.x; dy += 1.0) {
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weight = gaussianCoefficient.z * exp((squareX + dy * dy) * gaussianCoefficient.y);
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offset.x = -dx * onePixelSize.x;
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offset.y = -dy * onePixelSize.y;
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sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
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offset.y = dy * onePixelSize.y;
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sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
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offset.x = dx * onePixelSize.x;
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sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
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offset.y = -dy * onePixelSize.y;
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sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
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}
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}
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sum -= texture2D(CC_Texture0, v_texCoord) * gaussianCoefficient.z;
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sum /= gaussianCoefficient.w;
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gl_FragColor = sum * v_fragmentColor;
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}
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else {
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gl_FragColor = texture2D(CC_Texture0, v_texCoord) * v_fragmentColor;
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}
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vec3 blur(vec2);
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void main(void)
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{
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vec3 col = blur(v_texCoord);
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gl_FragColor = vec4(col, 1.0);
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}
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vec3 blur(vec2 p)
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{
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if (blurRadius > 0.0)
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{
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vec3 col = vec3(0);
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vec2 unit = 1.0 / resolution.xy;
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float r = blurRadius;
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float sampleStep = r / 7.37;
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float count = 0.0;
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for(float x = -r; x < r; x += sampleStep)
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{
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for(float y = -r; y < r; y += sampleStep)
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{
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float weight = (r - abs(x)) * (r - abs(y));
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col += texture2D(CC_Texture0, p + vec2(x * unit.x, y * unit.y)).rgb * weight;
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count += weight;
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}
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}
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return col / count;
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}
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return texture2D(CC_Texture0, p).rgb;
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}
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