From 052e9547b6e772efcbbe401be2d2bcb2c2a6e8ea Mon Sep 17 00:00:00 2001 From: "Eschenbacher.Stefan" Date: Sat, 20 May 2023 10:17:31 +0200 Subject: [PATCH] Update gizmo-blur.slang Allow blur in opposite direction. Change min value of "blur intensity" from 0.0 to -1.0. --- blurs/shaders/gizmo-blur.slang | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/blurs/shaders/gizmo-blur.slang b/blurs/shaders/gizmo-blur.slang index 7f7c62d..ded3f39 100644 --- a/blurs/shaders/gizmo-blur.slang +++ b/blurs/shaders/gizmo-blur.slang @@ -45,7 +45,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0 #pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0 -#pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 0.0 1.0 0.05 +#pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 -1.0 1.0 0.05 #pragma parameter SUBPIXEL_SCALING "Subpixel scaling" 0.0 0.0 1.0 1.0 #pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0 #pragma parameter COLOUR_BLEEDING "Colour bleeding intensity" 0.0 0.0 3.0 0.1 @@ -86,13 +86,13 @@ vec4 textureAABlur(in vec2 uv){ vec2 fuv = uv - iuv; if (params.HORIZONTAL_BLUR == 1.0){ vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy; - vec2 uv2 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET,-0.5)) / texSize.xy; + vec2 uv2 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5)) / texSize.xy; vec4 col1 = texture( Source, uv1 ); vec4 col2 = texture( Source, uv2 ); vec4 col = (col1 + col2) / vec4(2.0); if (params.VERTICAL_BLUR == 1.0){ - vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 +params.BLUR_OFFSET)) / texSize.xy; - vec2 uv4 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET,-0.5 +params.BLUR_OFFSET)) / texSize.xy; + vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 - params.BLUR_OFFSET)) / texSize.xy; + vec2 uv4 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5 - params.BLUR_OFFSET)) / texSize.xy; vec4 col3 = texture( Source, uv3 ); vec4 col4 = texture( Source, uv4 ); col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0); @@ -119,7 +119,7 @@ float GetFuv(in vec2 uv){ vec3 XCoords(in float coord, in float factor){ float iGlobalTime = float(params.FrameCount) * 0.025; - float spread = 0.333 + params.COLOUR_BLEEDING; + float spread = 1.0 / 3.0 + params.COLOUR_BLEEDING; vec3 coords = vec3(coord); if(params.BGR_LCD_PATTERN == 1.0) coords.r += spread * 2.0;