Pixel-Composer/shaders/sh_convolution/sh_convolution.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int size;
uniform vec2 dimension;
uniform float kernel[256];
uniform int sampleMode;
uniform int normalized;
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vec4 sampleTexture(vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(gm_BaseTexture, pos);
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if(sampleMode == 0) return vec4(0.);
else if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
else if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos));
else if(sampleMode == 3) return vec4(vec3(0.), 1.);
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return vec4(0.);
}
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void main() {
vec2 tx = 1. / dimension;
float sum = 1.;
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if(normalized == 1) {
sum = 0.;
int amo = size * size;
for(int i = 0; i < amo; i++) sum += kernel[i];
if(sum == 0.) sum = 1.;
}
float st = -(float(size) - 1.) / 2.;
vec4 c = vec4(0.);
for(int i = 0; i < size; i++)
for(int j = 0; j < size; j++) {
int index = i * size + j;
vec2 px = v_vTexcoord + vec2((float(j) + st) * tx.x, (float(i) + st) * tx.y);
float w = kernel[index];
if(w == 0.) continue;
c += w * sampleTexture(px) / sum;
}
gl_FragColor = c;
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}