#version 150 //OVE shader_name: Linear BLur //OVE shader_description: by gre (license: MIT) //OVE name: Intensity //OVE type: FLOAT //OVE flag: NOT_CONNECTABLE //OVE min: 0.0 //OVE max: 1.0 //OVE default: 0.1 //OVE description: uniform float intensity; //OVE end const int passes = 6; #define LINEAR_CURVE 0 #define EXPONENTIAL_CURVE 1 #define LOGARITHMIC_CURVE 2 uniform sampler2D out_block_in; uniform sampler2D in_block_in; uniform bool out_block_in_enabled; uniform bool in_block_in_enabled; uniform int curve_in; /* animated from 0 to 1 */ uniform float ove_tprog_all; in vec2 ove_texcoord; out vec4 frag_color; float progress; vec4 getFromColor( vec2 p) { return texture( in_block_in, p); } vec4 getToColor( vec2 p) { return texture( out_block_in, p); } float TransformCurve(float linear) { if (curve_in == EXPONENTIAL_CURVE) { return linear * linear; } else if (curve_in == LOGARITHMIC_CURVE) { return sqrt(linear); } else { return linear; } } vec4 transition(vec2 uv) { vec4 c1 = vec4(0.0); vec4 c2 = vec4(0.0); float disp = intensity*(0.5-distance(0.5, progress)); for (int xi=0; xi