Port over Bitmap 'radial_blur' from old SFML codebase

This implementation is also heaps better than the old
one as it doesn't use a (differently sized) aux texture,
meaning the Bitmap discards its old texture and aquires
one of same size, making reuse through the TexPool a
lot more likely. It also saves on the aux texture blits
and binding switches.

As the setup / resource acquisition far outweighs the
actual rendering cost, operation time is relatively
constant no matter how many divisions are used.
This commit is contained in:
Jonas Kulla 2013-09-04 21:03:59 +02:00
parent 088f0a2a30
commit 9f26ff9fb0
8 changed files with 151 additions and 1 deletions

20
shader/simpleMatrix.vert Normal file
View file

@ -0,0 +1,20 @@
uniform mat4 projMat;
uniform mat4 matrix;
uniform vec2 texSizeInv;
attribute vec2 position;
attribute vec2 texCoord;
attribute vec4 color;
varying vec2 v_texCoord;
varying vec4 v_color;
void main()
{
gl_Position = projMat * matrix * vec4(position, 0, 1);
v_texCoord = texCoord * texSizeInv;
v_color = color;
}