mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-01-24 11:58:05 +01:00
62 lines
1.9 KiB
Text
62 lines
1.9 KiB
Text
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform float gaussianCoeff[128];
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uniform int bright;
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uniform vec2 brightThreshold;
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uniform int brightThresholdUseSurf;
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uniform sampler2D brightThresholdSurf;
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uniform float brightSmooth;
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uniform float adaptiveRadius;
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uniform int alpha;
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uniform vec2 alphaThreshold;
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uniform int alphaThresholdUseSurf;
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uniform sampler2D alphaThresholdSurf;
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uniform float alphaSmooth;
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float _step( in float threshold, in float val ) { return val < threshold? 0. : 1.; }
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float getBright( in vec4 c ) { return dot(c.rgb, vec3(0.2126, 0.7152, 0.0722)); }
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void main() {
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float bri = brightThreshold.x;
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if(brightThresholdUseSurf == 1) {
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vec4 _vMap = texture2D( brightThresholdSurf, v_vTexcoord );
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bri = mix(brightThreshold.x, brightThreshold.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float alp = alphaThreshold.x;
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if(alphaThresholdUseSurf == 1) {
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vec4 _vMap = texture2D( alphaThresholdSurf, v_vTexcoord );
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alp = mix(alphaThreshold.x, alphaThreshold.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
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vec2 tx = 1. / dimension;
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if(bright == 1) {
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float cbright = getBright(col);
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float bNeight = 0.;
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for(float j = -adaptiveRadius; j <= adaptiveRadius; j++)
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for(float i = -adaptiveRadius; i <= adaptiveRadius; i++) {
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float b = getBright(texture2D( gm_BaseTexture, clamp(v_vTexcoord + tx * vec2(i, j), 0., 1.) ));
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b *= gaussianCoeff[int(abs(i))] * gaussianCoeff[int(abs(j))];
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bNeight += b;
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}
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bNeight -= bri;
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float _res = brightSmooth == 0.? _step(bNeight, cbright) : smoothstep(bNeight - brightSmooth, bNeight + brightSmooth, cbright);
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col.rgb = vec3(_res);
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}
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if(alpha == 1) {
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col.a = alphaSmooth == 0.? _step(alp, col.a) : smoothstep(alp - alphaSmooth, alp + alphaSmooth, col.a);
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}
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gl_FragColor = col;
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}
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