mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 23:46:56 +01:00
69 lines
1.9 KiB
Text
69 lines
1.9 KiB
Text
|
//
|
||
|
// Simple passthrough fragment shader
|
||
|
//
|
||
|
varying vec2 v_vTexcoord;
|
||
|
varying vec4 v_vColour;
|
||
|
|
||
|
uniform vec2 position;
|
||
|
uniform float rotation;
|
||
|
uniform vec2 scale;
|
||
|
|
||
|
/////////////// SAMPLING ///////////////
|
||
|
|
||
|
const float PI = 3.14159265358979323846;
|
||
|
uniform int interpolation;
|
||
|
uniform vec2 sampleDimension;
|
||
|
|
||
|
const int RSIN_RADIUS = 1;
|
||
|
|
||
|
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
|
||
|
|
||
|
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;
|
||
|
vec4 sample = texture2D(texture, (p + offset + vec2(0.5)) / sampleDimension);
|
||
|
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;
|
||
|
return texture2D( texture, uv );
|
||
|
}
|
||
|
|
||
|
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
|
||
|
if(interpolation == 2) return texture2D_bicubic( texture, uv );
|
||
|
else if(interpolation == 3) return texture2D_rsin( texture, uv );
|
||
|
return texture2D( texture, uv );
|
||
|
}
|
||
|
|
||
|
/////////////// SAMPLING ///////////////
|
||
|
|
||
|
void main() {
|
||
|
vec2 cpos = v_vTexcoord - vec2(0.5);
|
||
|
vec2 pos;
|
||
|
pos.x = cpos.x * cos(rotation) - cpos.y * sin(rotation);
|
||
|
pos.y = cpos.x * sin(rotation) + cpos.y * cos(rotation);
|
||
|
pos = pos * scale + vec2(0.5) - position;
|
||
|
pos = fract(pos);
|
||
|
|
||
|
gl_FragColor = v_vColour * texture2Dintp( gm_BaseTexture, pos );
|
||
|
}
|