Files
Soup-Visuals/extracted/assets/minecraft/shaders/core/blur.fsh
2026-06-19 18:14:40 +06:00

68 lines
2.3 KiB
GLSL

#version 150
uniform vec2 size;
uniform vec2 location;
uniform vec4 radius;
uniform float thickness;
uniform float softness;
uniform sampler2D InputSampler;
uniform vec2 InputResolution;
uniform float Quality;
uniform vec4 color1;
uniform vec4 color2;
uniform vec4 color3;
uniform vec4 color4;
uniform vec4 outlineColor;
in vec2 texCoord;
out vec4 fragColor;
float roundedBoxSDF(vec2 center, vec2 size, vec4 radius) {
radius.xy = (center.x > 0.0) ? radius.xy : radius.zw;
radius.x = (center.y > 0.0) ? radius.x : radius.y;
vec2 q = abs(center) - size + radius.x;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius.x;
}
vec4 createGradient(vec2 coords, vec4 color1, vec4 color2, vec4 color3, vec4 color4){
vec4 color = mix(mix(color1, color2, coords.y), mix(color3, color4, coords.y), coords.x);
color += mix(0.0019607843, -0.0019607843, fract(sin(dot(coords.xy, vec2(12.9898, 78.233))) * 43758.5453));
return color;
}
vec4 blur() {
#define TAU 6.28318530718
vec4 rectColor = createGradient((gl_FragCoord.xy - location) / size, color1, color2, color3, color4);
vec2 Radius = Quality / InputResolution.xy;
vec2 uv = gl_FragCoord.xy / InputResolution.xy;
vec4 blur = texture(InputSampler, uv);
float step = TAU / 16;
for (float d = 0.0; d < TAU; d += step) {
for (float i = 0.2; i <= 1.0; i += 0.2) {
blur += texture(InputSampler, uv + vec2(cos(d), sin(d)) * Radius * i);
}
}
blur /= 60;
return vec4((blur * (1 - rectColor.a)).rgb, rectColor.a) + rectColor;
}
void main() {
float distance = roundedBoxSDF(gl_FragCoord.xy - location - (size / 2.0), size / 2.0, radius);
float smoothedAlpha = 1.0 - smoothstep(-1.0, thickness > 0. ? 1. : softness + 1., distance);
if(smoothedAlpha < 0.49 && thickness > 0.) {
float smoothedborderAlpha = (1.0 - smoothstep(-softness, softness, distance));
fragColor = vec4(outlineColor.rgb, smoothedborderAlpha * outlineColor.a);
} else {
float borderAlpha = 1.0 - smoothstep(thickness - 2.0, thickness, abs(distance));
vec4 blur = blur();
vec4 basicColor = vec4(blur.rgb, blur.a * smoothedAlpha);
fragColor = mix(vec4(blur.rgb, 0.), mix(basicColor, thickness > 0. ? outlineColor : basicColor, borderAlpha), smoothedAlpha);
}
}