Pixel-Composer/shaders/sh_liquefy_push/sh_liquefy_push.fsh

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2024-10-13 11:43:44 +02:00
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 pos1;
uniform vec2 pos2;
uniform int usePath;
uniform int pathResolution;
uniform vec2 pathList[1024];
uniform float radius;
uniform float radius2;
uniform float intensity;
uniform float falloff;
uniform float pushIntens;
#region /////////////// 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_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;
}
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_bilinear(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_bilinear( texture, uv );
}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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 );
return texture2D( texture, uv );
}
#endregion /////////////// SAMPLING ///////////////
vec2 closestPointOnLine(vec2 P, vec2 A, vec2 B, out float t) {
vec2 AP = P - A;
vec2 AB = B - A;
t = dot(AP, AB) / dot(AB, AB);
t = clamp(t, 0.0, 1.0);
return A + t * AB;
}
void main() {
vec2 tx = 1. / dimension;
vec2 pushPoint = vec2(0.);
vec2 pushDir = vec2(0.);
float pushT = 0.;
float inf = 0.;
vec2 stx = v_vTexcoord;
vec2 p1, p2;
if(usePath == 0) {
p1 = pos1 * tx;
p2 = pos2 * tx;
pushDir = p2 - p1;
pushPoint = closestPointOnLine(v_vTexcoord, p1, p2, pushT);
float dis = distance(v_vTexcoord * dimension, pushPoint * dimension);
float rad = mix(radius, radius2, pushT);
inf = 1. - smoothstep(rad - falloff, rad + falloff, dis);
stx -= (pushPoint - stx) * inf * intensity * pushIntens;
stx -= pushDir * inf * intensity * pushT;
} else {
float minDist = 9999.;
float _intRes = intensity;
float _pshRes = pushIntens / float(pathResolution);
vec2 cpc;
for(int i = pathResolution - 2; i >= 0; i--) {
p1 = pathList[i] * tx;
p2 = pathList[i + 1] * tx;
cpc = closestPointOnLine(stx, p1, p2, pushT);
pushPoint = cpc;
pushDir = p2 - p1;
float rad = mix(radius, radius2, (float(i) + pushT) / float(pathResolution));
float dis = distance(stx * dimension, pushPoint * dimension);
inf = 1. - smoothstep(rad - falloff, rad + falloff, dis);
stx += (pushPoint - v_vTexcoord) * inf * _intRes * _pshRes;
stx -= pushDir * inf * _intRes * pushT;
}
}
gl_FragColor = texture2Dintp( gm_BaseTexture, stx );
}