Pixel-Composer/build/Windows/0/cache/sh_jpeg_dct.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_==_######################@~
#define PI 3.1415972
#define SQRT2 0.70710678118
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int patch;
uniform int transform;
uniform float compression;
uniform float phase;
float DCTcoeff(vec2 k, vec2 x) { return cos(PI * k.x * x.x + phase) * cos(PI * k.y * x.y + phase); }
float ZIGcoeff(vec2 k, vec2 x) {
float a, b;
float fx = fract(k.x * x.x + phase / PI / 2. + .5);
a = fx < 0.5? fx * 2. : (1. - fx) * 2.;
a = a * 2. - 1.;
float fy = fract(k.y * x.y + phase / PI / 2. + .5);
b = fy < 0.5? fy * 2. : (1. - fy) * 2.;
b = b * 2. - 1.;
return a * b;
}
float SMTcoeff(vec2 k, vec2 x) {
float a, b;
float fx = fract(k.x * x.x + phase / PI / 2. + .5);
a = fx < 0.5? fx * 2. : (1. - fx) * 2.;
a = smoothstep(0., 1., a);
a = a * 2. - 1.;
float fy = fract(k.y * x.y + phase / PI / 2. + .5);
b = fy < 0.5? fy * 2. : (1. - fy) * 2.;
b = smoothstep(0., 1., b);
b = b * 2. - 1.;
return a * b;
}
float STPcoeff(vec2 k, vec2 x) {
float a, b;
float sp = 1. / 2.;
float _fx = fract(k.x * x.x + phase / PI / 2.);
float fx = _fx >= 0.5 - sp && _fx <= 0.5 + sp? 0. : step(0.5, _fx);
a = a * 2. - 1.;
float _fy = fract(k.y * x.y + phase / PI / 2.);
float fy = _fy >= 0.5 - sp && _fy <= 0.5 + sp? 0. : step(0.5, _fy);
b = b * 2. - 1.;
return a * b;
}
float round(float val) { return fract(val) > 0.5? ceil(val) : floor(val); }
vec4 round(vec4 val) { return vec4(round(val.x), round(val.y), round(val.z), round(val.w)); }
void main() {
vec2 tx = dimension * v_vTexcoord;
vec2 k = mod(tx, float(patch)) - .5;
vec2 K = floor(tx - k);
vec4 val = vec4(0.);
for(int x = 0; x < patch; ++x)
for(int y = 0; y < patch; ++y) {
vec4 s = texture2D( gm_BaseTexture, (K + vec2(x, y) + .5) / dimension);
float c = 0.;
if(transform == 0) c = DCTcoeff(k, (vec2(x, y) + .5) / float(patch));
else if(transform == 1) c = ZIGcoeff(k, (vec2(x, y) + .5) / float(patch));
else if(transform == 2) c = SMTcoeff(k, (vec2(x, y) + .5) / float(patch));
else if(transform == 3) c = STPcoeff(k, (vec2(x, y) + .5) / float(patch));
c *= k.x < .5? SQRT2 : 1.;
c *= k.y < .5? SQRT2 : 1.;
val += s * c;
}
vec4 c = val / float(patch) * 2.;
if(compression != 0.)
c = round(c / float(patch) * compression) / compression * float(patch);
c.a = 1.;
gl_FragColor = c;
}