Pixel-Composer/shaders/sh_blur_zoom/sh_blur_zoom.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform vec2 center;
uniform int sampleMode;
uniform int blurMode;
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uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
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uniform int useMask;
uniform sampler2D mask;
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#region ==== PARAM DRIVER ====
#define PARAM_COUNT 1
uniform int parameter_active[PARAM_COUNT];
uniform sampler2D parameters;
float sampleParameter(in int index, in float def) {
if(parameter_active[index] == 0) return def;
float row = floor(float(index) / 4.);
vec2 coord = (v_vTexcoord + vec2(float(index) - row * 4., row)) * 0.25;
vec4 col = texture2D( parameters, coord );
float _val = col.r;
float _min = col.g * 256. - 128.;
float _max = col.b * 256. - 128.;
return mix(_min, _max, _val);
}
#endregion
float sampleMask() { #region
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if(useMask == 0) return 1.;
vec4 m = texture2D( mask, v_vTexcoord );
return (m.r + m.g + m.b) / 3. * m.a;
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} #endregion
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vec4 sampleTexture(vec2 pos) { #region
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
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else if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
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return vec4(0.);
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} #endregion
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void main() { #region
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float str = strength.x;
if(strengthUseSurf == 1) {
vec4 _vMap = texture2D( strengthSurf, v_vTexcoord );
str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
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vec2 uv = v_vTexcoord - center;
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float _str = sampleParameter(0, str) * sampleMask();
float nsamples = 64.;
float scale_factor = _str * (1. / (nsamples * 2. - 1.));
vec4 color = vec4(0.0);
float blrStart = 0.;
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if(blurMode == 0) blrStart = 0.;
else if(blurMode == 1) blrStart = -nsamples;
else if(blurMode == 2) blrStart = -nsamples * 2. - 1.;
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for(float i = 0.; i < nsamples * 2. + 1.; i++) {
float scale = 1.0 + ((blrStart + i) * scale_factor);
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vec2 pos = uv * scale + center;
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color += sampleTexture(pos);
}
color /= nsamples * 2. + 1.;
gl_FragColor = color;
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} #endregion