Pixel-Composer/build/Windows/0/cache/sh_high_pass.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
#pragma use(sampler_simple)
uniform int sampleMode;
vec4 sampleTexture( sampler2D texture, vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(texture, pos);
if(sampleMode <= 1) return vec4(0.);
else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
else if(sampleMode == 3) return texture2D(texture, fract(pos));
else if(sampleMode == 4) return vec4(vec3(0.), 1.);
return vec4(0.);
}
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float radius;
uniform float intensity;
void main() {
vec2 tx = 1. / dimension;
vec4 ss = vec4(0.);
float ww = 0.;
for(float i = -radius; i <= radius; i++)
for(float j = -radius; j <= radius; j++) {
if(i == 0. && j == 0.) continue;
vec2 sx = v_vTexcoord + vec2(i, j) * tx;
float w = (radius - (abs(i) + abs(j)) + 1.) / radius / 4.;
if(w <= 0.) continue;
ss -= sampleTexture( gm_BaseTexture, sx ) * w;
ww += w;
}
vec4 sc = sampleTexture( gm_BaseTexture, v_vTexcoord );
ss += sc * ww;
gl_FragColor = vec4(ss.rgb * intensity, sc.a);
}