/*{ "CATEGORIES": [ "Stylize" ], "CREDIT": "by VIDVOX", "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "DEFAULT": 1, "MAX": 1, "MIN": 0, "NAME": "intensity", "TYPE": "float" }, { "DEFAULT": 12, "MAX": 12, "MIN": 0, "NAME": "blurAmount", "TYPE": "float" } ], "ISFVSN": "2", "PASSES": [ { "DESCRIPTION": "Pass 0", "HEIGHT": "floor($HEIGHT/2.0)", "TARGET": "halfSizeBaseRender", "WIDTH": "floor($WIDTH/2.0)" }, { "DESCRIPTION": "Pass 1", "HEIGHT": "floor($HEIGHT/4.0)", "TARGET": "quarterSizeBaseRender", "WIDTH": "floor($WIDTH/4.0)" }, { "DESCRIPTION": "Pass 2", "HEIGHT": "floor($HEIGHT/8.0)", "TARGET": "eighthSizeBaseRender", "WIDTH": "floor($WIDTH/8.0)" }, { "DESCRIPTION": "Pass 3", "HEIGHT": "floor($HEIGHT/4.0)", "TARGET": "quarterGaussA", "WIDTH": "floor($WIDTH/4.0)" }, { "DESCRIPTION": "Pass 4", "HEIGHT": "floor($HEIGHT/4.0)", "TARGET": "quarterGaussB", "WIDTH": "floor($WIDTH/4.0)" }, { "DESCRIPTION": "Pass 5", "TARGET": "fullGaussA" }, { "DESCRIPTION": "Pass 6", "TARGET": "fullGaussB" } ] } */ // original blur implementation as v002.blur in QC by anton marini and tom butterworth, ported by zoidberg #if __VERSION__ <= 120 varying vec2 texOffsets[5]; #else in vec2 texOffsets[5]; #endif void main() { int blurLevel = int(floor(blurAmount/6.0)); float blurLevelModulus = mod(blurAmount, 6.0); // first three passes are just copying the input image into the buffer at varying sizes if (PASSINDEX==0) { gl_FragColor = IMG_NORM_PIXEL(inputImage, isf_FragNormCoord); } else if (PASSINDEX==1) { gl_FragColor = IMG_NORM_PIXEL(halfSizeBaseRender, isf_FragNormCoord); } else if (PASSINDEX==2) { gl_FragColor = IMG_NORM_PIXEL(quarterSizeBaseRender, isf_FragNormCoord); } // start reading from the previous stage- each two passes completes a gaussian blur, then // we increase the resolution & blur (the lower-res blurred image from the previous pass) again... else if (PASSINDEX == 3) { vec4 sample0 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[0]); vec4 sample1 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[1]); vec4 sample2 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[2]); vec4 sample3 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[3]); vec4 sample4 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[4]); //gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0); //gl_FragColor = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgb / (5.0), 1.0); vec4 final = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgba / (5.0)); final = mix(sample0, final, intensity); gl_FragColor = final; } else if (PASSINDEX == 4) { vec4 sample0 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[0]); vec4 sample1 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[1]); vec4 sample2 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[2]); vec4 sample3 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[3]); vec4 sample4 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[4]); //gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0); //gl_FragColor = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgb / (5.0), 1.0); vec4 final = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgba / (5.0)); final = mix(sample0, final, intensity); gl_FragColor = final; } // ...writes into the full-size else if (PASSINDEX == 5) { vec4 sample0 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[0]); vec4 sample1 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[1]); vec4 sample2 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[2]); //gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0); vec4 final = vec4((sample0 + sample1 + sample2).rgba / (3.0)); final = mix(sample0, final, intensity); gl_FragColor = final; } else if (PASSINDEX == 6) { // this is the last pass- calculate the blurred image as i have in previous passes, then mix it in with the full-size input image using the blur amount so i get a smooth transition into the blur at low blur levels vec4 sample0 = IMG_NORM_PIXEL(fullGaussA,texOffsets[0]); vec4 sample1 = IMG_NORM_PIXEL(fullGaussA,texOffsets[1]); vec4 sample2 = IMG_NORM_PIXEL(fullGaussA,texOffsets[2]); vec4 final = vec4((sample0 + sample1 + sample2).rgba / (3.0)); vec4 original = IMG_NORM_PIXEL(inputImage,isf_FragNormCoord); final = mix(original, min((final*original),1.0), intensity); // First do a gloom, // then a bright / contrast tweak based on the amount // then a bloom vec4 tmpColorA = final; float bright = intensity*0.222; vec4 tmpColorB = tmpColorA + vec4(bright,bright,bright,bright); // contrast float contrast = 1.0 + intensity * (2.893); tmpColorA.rgba = ((vec4(2.0) * (tmpColorB.rgba - vec4(0.5))) * vec4(contrast) / vec4(2.0)) + vec4(0.5); final = min((tmpColorA + tmpColorA * original), 1.0); gl_FragColor = final; //if (blurLevel == 0) // gl_FragColor = mix(IMG_NORM_PIXEL(inputImage,isf_FragNormCoord), blurredImg, (blurLevelModulus/6.1)); //else // gl_FragColor = blurredImg; } }