/usr/share/projectM/shaders/blur.cg is in projectm-data 2.1.0+dfsg-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 | struct outtype {float4 color : COLOR;};
uniform float4 srctexsize;
outtype blur1(float2 uv : TEXCOORD0, uniform sampler2D sampler_blur : TEX0)
{
float2 uv2 = uv.xy + srctexsize.zw*float2(1,1);
float d=.00175;
float3 val = tex2D(sampler_blur, float2(uv.x-d, uv.y)).xyz;
val += tex2D(sampler_blur, float2(uv.x+d, uv.y)).xyz;
val += tex2D(sampler_blur, float2(uv.x, uv.y + d)).xyz;
val += tex2D(sampler_blur, float2(uv.x, uv.y - d)).xyz;
float3 val2 = tex2D(sampler_blur, float2(uv.x-d, uv.y -d)).xyz;
val += tex2D(sampler_blur, float2(uv.x-d, uv.y +d)).xyz;
val += tex2D(sampler_blur, float2(uv.x+d, uv.y + d)).xyz;
val += tex2D(sampler_blur, float2(uv.x +d, uv.y - d)).xyz;
outtype OUT;
val *= 0.65;
val2 *= 0.35;
OUT.color.xyz = val* 0.25 + val2 * 0.25;
OUT.color.w = 1;
return OUT;
}
outtype blur2(float2 uv : TEXCOORD0, uniform sampler2D sampler_blur : TEX0)
{
float2 uv2 = uv.xy + srctexsize.zw*float2(1,0);
float d = srctexsize.z;
d=.0015;
float3 val = tex2D(sampler_blur, float2(uv.x-d, uv.y)).xyz;
val += tex2D(sampler_blur, float2(uv.x+d, uv.y)).xyz;
val += tex2D(sampler_blur, float2(uv.x, uv.y + d)).xyz;
val += tex2D(sampler_blur, float2(uv.x, uv.y - d)).xyz;
val *= 0.25;
float t = min( min(uv.x, uv.y), 1-max(uv.x,uv.y) );
t = sqrt(t);
float minimum = 0.5;
float variance = 0.5;
float size = 50;
t = minimum + variance*saturate(t*size);
t = 1;
val.xyz *= t;
outtype OUT;
OUT.color.xyz = val;
OUT.color.w = 1;
return OUT;
}
outtype blurHoriz(float2 uv : TEXCOORD0, uniform sampler2D sampler_blur : TEX0)
{
// LONG HORIZ. PASS 1:
const float w[8] = { 4.0, 3.8, 3.5, 2.9, 1.9, 1.2, 0.7, 0.3 };
const float w1 = w[0] + w[1];
const float w2 = w[2] + w[3];
const float w3 = w[4] + w[5];
const float w4 = w[6] + w[7];
const float d1 = 0 + 2*w[1]/w1;
const float d2 = 2 + 2*w[3]/w2;
const float d3 = 4 + 2*w[5]/w3;
const float d4 = 6 + 2*w[7]/w4;
const float w_div = 0.5/(w1+w2+w3+w4);
float fscale = 1;
float fbias = 0;
// note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.
//float2 uv2 = uv.xy;// + srctexsize.zw*float2(0.5,0.5);
float2 uv2 = uv.xy + srctexsize.zw*float2(1,1); // + moves blur UP, LEFT by 1-pixel increments
float3 blur =
( tex2D( sampler_blur, uv2 + float2( d1*srctexsize.z,0) ).xyz
+ tex2D( sampler_blur, uv2 + float2(-d1*srctexsize.z,0) ).xyz)*w1 +
( tex2D( sampler_blur, uv2 + float2( d2*srctexsize.z,0) ).xyz
+ tex2D( sampler_blur, uv2 + float2(-d2*srctexsize.z,0) ).xyz)*w2 +
( tex2D( sampler_blur, uv2 + float2( d3*srctexsize.z,0) ).xyz
+ tex2D( sampler_blur, uv2 + float2(-d3*srctexsize.z,0) ).xyz)*w3 +
( tex2D( sampler_blur, uv2 + float2( d4*srctexsize.z,0) ).xyz
+ tex2D( sampler_blur, uv2 + float2(-d4*srctexsize.z,0) ).xyz)*w4
;
blur.xyz *= w_div;
blur.xyz = blur.xyz*fscale + fbias;
outtype OUT;
OUT.color.xyz = blur;
OUT.color.w = 1;
return OUT;
}
outtype blurVert(float2 uv : TEXCOORD0, uniform sampler2D sampler_blur : TEX0)
{
//SHORT VERTICAL PASS 2:
const float w[8] = { 4.0, 3.8, 3.5, 2.9, 1.9, 1.2, 0.7, 0.3 };
const float w1 = w[0]+w[1] + w[2]+w[3];
const float w2 = w[4]+w[5] + w[6]+w[7];
const float d1 = 0 + 2*((w[2]+w[3])/w1);
const float d2 = 2 + 2*((w[6]+w[7])/w2);
const float w_div = 1.0/((w1+w2)*2);
// note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.
//float2 uv2 = uv.xy;// + srctexsize.zw*float2(-0.5,-0.5);
float2 uv2 = uv.xy + srctexsize.zw*float2(1,0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps)
float3 blur =
( tex2D( sampler_blur, uv2 + float2(0, d1*srctexsize.w) ).xyz
+ tex2D( sampler_blur, uv2 + float2(0,-d1*srctexsize.w) ).xyz)*w1 +
( tex2D( sampler_blur, uv2 + float2(0, d2*srctexsize.w) ).xyz
+ tex2D( sampler_blur, uv2 + float2(0,-d2*srctexsize.w) ).xyz)*w2
;
blur.xyz *= w_div;
// tone it down at the edges: (only happens on 1st X pass!)
float t = min( min(uv.x, uv.y), 1-max(uv.x,uv.y) );
float minimum = 0.5;
float variance = 0.5;
float size = 50;
blur.xyz *= t;
t = sqrt(t);
t = minimum + variance*saturate(t*size);
t=1;
blur.xyz *= t;
outtype OUT;
OUT.color.xyz = blur;
OUT.color.w = 1;
return OUT;
}
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