Loading libs/renderengine/gl/filters/KawaseBlurFilter.cpp +8 −10 Original line number Diff line number Diff line Loading @@ -106,21 +106,19 @@ string KawaseBlurFilter::getFragmentShader() const { precision mediump float; uniform sampler2D uTexture; highp uniform vec2 uOffset; uniform vec2 uOffset; highp in vec2 vUV; out vec4 fragColor; vec4 kawaseBlur() { return (texture(uTexture, vec2(-1.0, 1.0) * uOffset + vUV, 0.0) + texture(uTexture, uOffset + vUV, 0.0) + texture(uTexture, vec2(1.0, -1.0) * uOffset + vUV, 0.0) + texture(uTexture, vec2(-1.0) * uOffset + vUV, 0.0)) * 0.25; } void main() { fragColor = kawaseBlur(); fragColor = texture(uTexture, vUV, 0.0); fragColor += texture(uTexture, vUV + vec2( uOffset.x, uOffset.y), 0.0); fragColor += texture(uTexture, vUV + vec2( uOffset.x, -uOffset.y), 0.0); fragColor += texture(uTexture, vUV + vec2(-uOffset.x, uOffset.y), 0.0); fragColor += texture(uTexture, vUV + vec2(-uOffset.x, -uOffset.y), 0.0); fragColor = vec4(fragColor.rgb * 0.2, 1.0); } )SHADER"; } Loading libs/renderengine/gl/filters/KawaseBlurFilter.h +1 −1 Original line number Diff line number Diff line Loading @@ -30,7 +30,7 @@ namespace gl { class KawaseBlurFilter : public BlurFilter { public: static constexpr uint32_t kMaxPasses = 8; static constexpr uint32_t kMaxPasses = 6; explicit KawaseBlurFilter(GLESRenderEngine& engine); status_t prepare() override; Loading Loading
libs/renderengine/gl/filters/KawaseBlurFilter.cpp +8 −10 Original line number Diff line number Diff line Loading @@ -106,21 +106,19 @@ string KawaseBlurFilter::getFragmentShader() const { precision mediump float; uniform sampler2D uTexture; highp uniform vec2 uOffset; uniform vec2 uOffset; highp in vec2 vUV; out vec4 fragColor; vec4 kawaseBlur() { return (texture(uTexture, vec2(-1.0, 1.0) * uOffset + vUV, 0.0) + texture(uTexture, uOffset + vUV, 0.0) + texture(uTexture, vec2(1.0, -1.0) * uOffset + vUV, 0.0) + texture(uTexture, vec2(-1.0) * uOffset + vUV, 0.0)) * 0.25; } void main() { fragColor = kawaseBlur(); fragColor = texture(uTexture, vUV, 0.0); fragColor += texture(uTexture, vUV + vec2( uOffset.x, uOffset.y), 0.0); fragColor += texture(uTexture, vUV + vec2( uOffset.x, -uOffset.y), 0.0); fragColor += texture(uTexture, vUV + vec2(-uOffset.x, uOffset.y), 0.0); fragColor += texture(uTexture, vUV + vec2(-uOffset.x, -uOffset.y), 0.0); fragColor = vec4(fragColor.rgb * 0.2, 1.0); } )SHADER"; } Loading
libs/renderengine/gl/filters/KawaseBlurFilter.h +1 −1 Original line number Diff line number Diff line Loading @@ -30,7 +30,7 @@ namespace gl { class KawaseBlurFilter : public BlurFilter { public: static constexpr uint32_t kMaxPasses = 8; static constexpr uint32_t kMaxPasses = 6; explicit KawaseBlurFilter(GLESRenderEngine& engine); status_t prepare() override; Loading