mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
67 lines
1.4 KiB
Plaintext
67 lines
1.4 KiB
Plaintext
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform sampler2D map;
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uniform vec2 dimension;
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uniform vec2 map_dimension;
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uniform vec2 displace;
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uniform float strength;
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uniform float middle;
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uniform int iterate;
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uniform int use_rg;
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uniform int wrap;
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#define PI 3.14159265359
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float bright(in vec4 col) {
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return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a;
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}
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vec2 shiftMap(in vec2 pos, in float str) {
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vec4 disP = texture2D( map, pos );
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vec2 sam_pos;
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vec2 raw_displace = displace / dimension;
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float _str;
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if(use_rg == 1) {
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vec2 _disp = vec2(disP.r - middle, disP.g - middle) * vec2((disP.r + disP.g + disP.b) / 3. - middle) * str;
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sam_pos = pos + _disp;
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} else if(use_rg == 2) {
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float _ang = disP.r * PI * 2.;
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_str = (disP.g - middle) * str;
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sam_pos = pos + _str * vec2(cos(_ang), sin(_ang));
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} else {
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_str = (bright(disP) - middle) * str;
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sam_pos = pos + _str * raw_displace;
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}
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if(wrap == 0)
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return sam_pos;
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return fract(sam_pos);
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}
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void main() {
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vec2 samPos = v_vTexcoord;
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if(iterate == 1) {
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for(float i = 0.; i < strength; i++) {
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samPos = shiftMap(samPos, 1.);
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}
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} else {
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samPos = shiftMap(samPos, strength);
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}
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samPos.x = clamp(samPos.x, 0., 1.);
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samPos.y = clamp(samPos.y, 0., 1.);
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vec4 col = v_vColour * texture2D( gm_BaseTexture, samPos );
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gl_FragColor = col;
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}
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