diff --git a/port/fast3d/gfx_opengl.cpp b/port/fast3d/gfx_opengl.cpp index d446f111f..44c420e10 100644 --- a/port/fast3d/gfx_opengl.cpp +++ b/port/fast3d/gfx_opengl.cpp @@ -396,25 +396,22 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad if (cc_features.opt_blur) { // blur filter, used for menu backgrounds + // used to be two for loops from 0 to 4, but apparently intel drivers crashed trying to unroll it append_line(fs_buf, &fs_len, R"( - const vec4 blurOffsets = vec4(-1.5, -0.5, +0.5, +1.5); - const mat4 blurWeights = mat4( + const lowp float blurWeights[16] = float[16]( 0.009947, 0.009641, 0.008778, 0.007509, 0.009641, 0.009345, 0.008508, 0.007278, 0.008778, 0.008508, 0.007747, 0.006626, 0.007509, 0.007278, 0.006626, 0.005668 ); - lowp vec4 hookTexture2D(in sampler2D tex, in vec2 texCoord, in vec2 texSize) { - lowp vec4 color = vec4(0.0); - lowp float wacc = 0.0; - for (int y = 0; y < 4; ++y) { - for (int x = 0; x < 4; ++x) { - vec2 ofs = vec2(blurOffsets[x], blurOffsets[y]) / texSize; - wacc += blurWeights[x][y]; - color += texture2D(tex, texCoord + ofs) * blurWeights[x][y]; - } + lowp vec4 hookTexture2D(in sampler2D t, in vec2 uv, in vec2 tsize) { + lowp vec4 cw = vec4(0.0); + for (int i = 0; i < 16; ++i) { + vec2 xy = vec2(float(i & 3), float(i >> 2)); + vec2 ofs = (vec2(-1.5) + xy) / tsize; + cw += vec4(texture2D(t, uv + ofs).rgb * blurWeights[i], blurWeights[i]); } - return vec4(color.rgb / wacc, 1.0); + return vec4(cw.rgb / cw.a, 1.0); })" ); } else if (current_filter_mode == FILTER_THREE_POINT) {