85 lines
2.7 KiB
GLSL
85 lines
2.7 KiB
GLSL
#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec2 a_TexCoord;
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out vec2 v_TexCoord;
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void main()
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{
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vec4 position = vec4(a_Position.xy, 0.0, 1.0);
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v_TexCoord = a_TexCoord;
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gl_Position = position;
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 o_Color;
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in vec2 v_TexCoord;
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uniform sampler2D u_Texture;
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uniform bool u_Horizontal; // 未使用,可保留或移除
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uniform bool u_FirstPass; // 是否进行阈值处理
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uniform float u_Threshold; // 亮度阈值
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void main()
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{
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float Pi = 6.28318530718; // 2*PI
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float Directions = 32.0; // 模糊方向数
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float Quality = 6.0; // 每个方向上的采样质量(采样次数)
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float Size = 16.0; // 模糊半径
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vec2 Radius = Size / textureSize(u_Texture, 0);
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// 中心像素采样
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vec3 centerColor = texture(u_Texture, v_TexCoord).rgb;
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float centerLum = dot(centerColor, vec3(0.2126, 0.7152, 0.0722));
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// 如果启用第一次处理且中心像素亮度低于阈值,则直接输出黑色(不进行模糊)
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if (u_FirstPass && centerLum <= u_Threshold)
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{
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o_Color = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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vec3 result = centerColor; // 先累加中心像素
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float totalSamples = 1.0; // 有效采样计数(中心像素已计入)
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// 周围像素采样
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for (float d = 0.0; d < Pi; d += Pi / Directions)
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{
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for (float i = 1.0 / Quality; i <= 1.0; i += 1.0 / Quality)
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{
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vec2 offset = vec2(cos(d), sin(d)) * Radius * i;
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vec3 sampleColor = texture(u_Texture, v_TexCoord + offset).rgb;
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if (u_FirstPass)
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{
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float lum = dot(sampleColor, vec3(0.2126, 0.7152, 0.0722));
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if (lum <= u_Threshold)
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{
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// 低于阈值则贡献黑色,但采样点仍计入分母?这里选择不计入有效采样数
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// 若希望保持模糊能量,可以 continue 跳过累加,但需调整分母
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// 为简单起见,此处设为黑色并计入计数(分母不变),也可选择跳过
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sampleColor = vec3(0.0);
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// 如果希望忽略该采样点,可以 continue 并减少 totalSamples
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// 但为了效果平滑,这里保留为黑色并计入计数
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}
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}
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result += sampleColor;
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totalSamples += 1.0;
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}
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}
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// 归一化:除以总采样数(包括中心像素)
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// 若之前选择忽略低于阈值的采样点(continue),则需相应调整 totalSamples
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result /= totalSamples;
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o_Color = vec4(result, 1.0);
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}
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