Reduce the number of sampled required for blurring by using filtered texture samples. This changes the result a bit but it is not noticable.
		
			
				
	
	
		
			75 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| 
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| flat in vec4 color_flat;
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| flat in vec4 texCoord_rect;
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| noperspective in vec2 texCoord_interp;
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| out vec4 fragColor;
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| 
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| uniform sampler2D glyph;
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| 
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| const vec2 offsets4[4] = vec2[4](
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| 	vec2(-0.5,  0.5), vec2( 0.5,  0.5),
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| 	vec2(-0.5, -0.5), vec2(-0.5, -0.5)
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| );
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| 
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| const vec2 offsets16[16] = vec2[16](
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| 	vec2(-1.5,  1.5), vec2(-0.5,  1.5), vec2( 0.5,  1.5), vec2( 1.5,  1.5),
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| 	vec2(-1.5,  0.5), vec2(-0.5,  0.5), vec2( 0.5,  0.5), vec2( 1.5,  0.5),
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| 	vec2(-1.5, -0.5), vec2(-0.5, -0.5), vec2( 0.5, -0.5), vec2( 1.5, -0.5),
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| 	vec2(-1.5, -1.5), vec2(-0.5, -1.5), vec2( 0.5, -1.5), vec2( 1.5, -1.5)
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| );
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| 
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| #define sample_glyph_offset(texco, texel, ofs) texture(glyph, texco + ofs * texel).r
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| 
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| void main()
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| {
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| 	// input color replaces texture color
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| 	fragColor.rgb = color_flat.rgb;
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| 
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| 	vec2 texel = 1.0 / vec2(textureSize(glyph, 0));
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| 	vec2 texco = mix(abs(texCoord_rect.xy), abs(texCoord_rect.zw), texCoord_interp);
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| 
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| 	// modulate input alpha & texture alpha
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| 	if (texCoord_rect.x > 0) {
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| 		fragColor.a = texture(glyph, texco).r;
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| 	}
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| 	else {
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| 		fragColor.a = 0.0;
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| 
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| 		if (texCoord_rect.w > 0) {
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| 			/* 3x3 blur */
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| 			/* Manual unroll for perf. (stupid glsl compiler) */
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets4[0]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets4[1]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets4[2]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets4[3]);
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| 			fragColor.a *= (1.0 / 4.0);
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| 		}
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| 		else {
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| 			/* 5x5 blur */
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| 			/* Manual unroll for perf. (stupid glsl compiler) */
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 0]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 1]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 2]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 3]);
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| 
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 4]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 5]) * 2.0;
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 6]) * 2.0;
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 7]);
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| 
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 8]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 9]) * 2.0;
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[10]) * 2.0;
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[11]);
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| 
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[12]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[13]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[14]);
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| 			fragColor.a += sample_glyph_offset(texco, texel, offsets16[15]);
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| 			fragColor.a *= (1.0 / 20.0);
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| 		}
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| 	}
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| 
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| 	fragColor.a *= color_flat.a;
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| }
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