Pixel-Composer/shaders/sh_polar/sh_polar.fsh

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//
// Simple passthrough fragment shader
//
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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int invert;
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uniform int distMode;
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uniform int swap;
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uniform vec2 tile;
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uniform vec2 blend;
uniform int blendUseSurf;
uniform sampler2D blendSurf;
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#region /////////////// SAMPLING ///////////////
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const float PI = 3.14159265358979323846;
uniform int interpolation;
uniform vec2 sampleDimension;
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const int RSIN_RADIUS = 1;
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
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vec4 texture2D_bilinear( sampler2D texture, vec2 uv ) {
uv = uv * sampleDimension - .5;
vec2 iuv = floor( uv );
vec2 fuv = fract( uv );
vec4 mixed = mix(
mix(
texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ),
texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ),
fuv.x
),
mix(
texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ),
texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ),
fuv.x
),
fuv.y
);
mixed.rgb /= mixed.a;
return mixed;
}
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vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
vec2 tx = 1.0 / sampleDimension;
vec2 p = uv * sampleDimension - vec2(0.5);
vec4 sum = vec4(0.0);
float weights = 0.;
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
if(a > 1.) continue;
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
vec2 offset = vec2(float(x), float(y)) * tx;
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vec4 sample = texture2D_bilinear(texture, (p + offset + vec2(0.5)) / sampleDimension);
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sum += w * sample;
weights += w;
}
return sum / weights;
}
vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
uv = uv * sampleDimension + 0.5;
vec2 iuv = floor( uv );
vec2 fuv = fract( uv );
uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
uv = (uv - 0.5) / sampleDimension;
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return texture2D_bilinear( texture, uv );
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}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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if(interpolation == 1) return texture2D_bilinear( texture, uv );
else if(interpolation == 2) return texture2D_bicubic( texture, uv );
else if(interpolation == 3) return texture2D_rsin( texture, uv );
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return texture2D( texture, uv );
}
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#endregion /////////////// SAMPLING ///////////////
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void main() {
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vec2 center = vec2(0.5, 0.5);
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vec2 coord;
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vec2 _tile = swap == 1? tile.yx : tile;
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float bld = blend.x;
if(blendUseSurf == 1) {
vec4 _vMap = texture2Dintp( blendSurf, v_vTexcoord );
bld = mix(blend.x, blend.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
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if(invert == 0) {
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float dist = distance(v_vTexcoord, center) / (sqrt(2.) * .5);
if(distMode == 1) dist = sqrt(dist);
else if(distMode == 2) dist = log(dist);
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vec2 cenPos = v_vTexcoord - center;
float angle = (atan(cenPos.y, cenPos.x) / PI + 1.) / 2.;
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coord = fract(vec2(dist, angle) * _tile);
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} else if(invert == 1) {
float dist = v_vTexcoord.x * 0.5;
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if(distMode == 1) dist = sqrt(dist);
else if(distMode == 2) dist = log(dist);
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float ang = v_vTexcoord.y * PI * 2.;
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coord = fract(center + vec2(cos(ang), sin(ang)) * dist * _tile);
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}
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if(swap == 1) coord.xy = coord.yx;
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gl_FragColor = texture2Dintp( gm_BaseTexture, mix(v_vTexcoord, coord, bld) );
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}