mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
152 lines
4.2 KiB
Text
152 lines
4.2 KiB
Text
![]() |
//
|
||
|
// 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)
|
||
|
|
||
|
|
||
|
uniform int interpolation;
|
||
|
uniform vec2 sampleDimension;
|
||
|
uniform int sampleMode;
|
||
|
|
||
|
const float PI = 3.14159265358979323846;
|
||
|
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
|
||
|
|
||
|
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;
|
||
|
return texture2D( texture, uv );
|
||
|
}
|
||
|
|
||
|
const int RSIN_RADIUS = 1;
|
||
|
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
|
||
|
vec2 tx = 1.0 / sampleDimension;
|
||
|
vec2 p = uv * sampleDimension;
|
||
|
|
||
|
vec4 col = vec4(0.);
|
||
|
float wei = 0.;
|
||
|
|
||
|
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
|
||
|
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
|
||
|
vec2 sx = vec2(float(x), float(y));
|
||
|
float a = length(sx) / float(RSIN_RADIUS);
|
||
|
// if(a > 1.) continue;
|
||
|
|
||
|
vec4 sample = texture2D(texture, uv + sx * tx);
|
||
|
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
|
||
|
|
||
|
col += w * sample;
|
||
|
wei += w;
|
||
|
}
|
||
|
|
||
|
col /= wei;
|
||
|
return col;
|
||
|
}
|
||
|
|
||
|
const int LANCZOS_RADIUS = 3;
|
||
|
float lanczosWeight(float d, float n) { return d == 0.0 ? 1.0 : (d * d < n * n ? sinc(d) * sinc(d / n) : 0.0); }
|
||
|
|
||
|
vec4 texture2D_lanczos3( sampler2D texture, vec2 uv ) {
|
||
|
vec2 center = uv - (mod(uv * sampleDimension, 1.0) - 0.5) / sampleDimension;
|
||
|
vec2 offset = (uv - center) * sampleDimension;
|
||
|
vec2 tx = 1. / sampleDimension;
|
||
|
|
||
|
vec4 col = vec4(0.);
|
||
|
float wei = 0.;
|
||
|
|
||
|
for(int x = -LANCZOS_RADIUS; x < LANCZOS_RADIUS; x++)
|
||
|
for(int y = -LANCZOS_RADIUS; y < LANCZOS_RADIUS; y++) {
|
||
|
|
||
|
float wx = lanczosWeight(float(x) - offset.x, float(LANCZOS_RADIUS));
|
||
|
float wy = lanczosWeight(float(y) - offset.y, float(LANCZOS_RADIUS));
|
||
|
float w = wx * wy;
|
||
|
|
||
|
col += w * texture2D(texture, center + vec2(x, y) * tx);
|
||
|
wei += w;
|
||
|
}
|
||
|
|
||
|
col /= wei;
|
||
|
return col;
|
||
|
}
|
||
|
|
||
|
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
|
||
|
if(interpolation <= 2) return texture2D( texture, uv );
|
||
|
else if(interpolation == 3) return texture2D_bicubic( texture, uv );
|
||
|
else if(interpolation == 4) return texture2D_lanczos3( texture, uv );
|
||
|
|
||
|
return texture2D( texture, uv );
|
||
|
}
|
||
|
|
||
|
vec4 sampleTexture( sampler2D texture, vec2 pos) {
|
||
|
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
|
||
|
return texture2Dintp(texture, pos);
|
||
|
|
||
|
if(sampleMode <= 1) return vec4(0.);
|
||
|
else if(sampleMode == 2) return texture2Dintp(texture, clamp(pos, 0., 1.));
|
||
|
else if(sampleMode == 3) return texture2Dintp(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 vec2 center;
|
||
|
|
||
|
uniform vec2 radius;
|
||
|
uniform int radiusUseSurf;
|
||
|
uniform sampler2D radiusSurf;
|
||
|
|
||
|
uniform vec2 strength;
|
||
|
uniform int strengthUseSurf;
|
||
|
uniform sampler2D strengthSurf;
|
||
|
|
||
|
uniform float trim;
|
||
|
|
||
|
void main() {
|
||
|
float rad = radius.x;
|
||
|
if(radiusUseSurf == 1) {
|
||
|
vec4 _vMap = texture2Dintp( radiusSurf, v_vTexcoord );
|
||
|
rad = mix(radius.x, radius.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
||
|
}
|
||
|
|
||
|
float str = strength.x;
|
||
|
if(strengthUseSurf == 1) {
|
||
|
vec4 _vMap = texture2Dintp( strengthSurf, v_vTexcoord );
|
||
|
str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
||
|
}
|
||
|
|
||
|
vec2 cen = center / dimension;
|
||
|
vec2 uv = (v_vTexcoord - cen);
|
||
|
float d = 1. - dot(uv, uv) / rad;
|
||
|
float dist = sqrt(abs(d));
|
||
|
vec4 c = sampleTexture(gm_BaseTexture, mix(uv, cen + uv / dist, str));
|
||
|
|
||
|
gl_FragColor = vec4(0.);
|
||
|
if(d > trim) gl_FragColor = c;
|
||
|
}
|
||
|
|