Pixel-Composer/shaders/sh_blur_slope/sh_blur_slope.fsh

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#define MAX_STRENGTH 64.
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform sampler2D slopeMap;
uniform vec2 slopeMapDim;
uniform float stepSize;
uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
uniform int sampleMode;
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uniform int gamma;
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vec2 tx;
vec2 txMap;
#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); }
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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;
}
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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;
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vec4 sample = texture2D_bilinear(texture, (p + offset + vec2(0.5)) / sampleDimension);
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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;
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return texture2D_bilinear( texture, uv );
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}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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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 );
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return texture2D( texture, uv );
}
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#endregion
vec4 sampleTexture(sampler2D texture, vec2 pos) { #region
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2Dintp(texture, pos);
if(sampleMode == 0) return vec4(0.);
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else if(sampleMode == 1) return texture2Dintp(texture, clamp(pos, 0., 1.));
else if(sampleMode == 2) return texture2Dintp(texture, fract(pos));
else if(sampleMode == 3) return vec4(vec3(0.), 1.);
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return vec4(0.);
} #endregion
float sampleBright(vec2 pos) { vec4 c = sampleTexture(slopeMap, pos); return (c.r + c.g + c.b) / 3.; }
vec2 sampleSlope(vec2 pos) { #region
float h0 = sampleBright(clamp(pos + vec2(-txMap.x, 0.), 0., 1.));
float h1 = sampleBright(clamp(pos + vec2( txMap.x, 0.), 0., 1.));
float h2 = sampleBright(clamp(pos + vec2(0., -txMap.y), 0., 1.));
float h3 = sampleBright(clamp(pos + vec2(0., txMap.y), 0., 1.));
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return vec2(h1 - h0, h3 - h2);
} #endregion
void main() {
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.);
}
tx = 1. / dimension;
txMap = 1. / slopeMapDim;
float alpha = 0.;
vec4 colr = vec4(0.);
vec2 pos = v_vTexcoord;
for(float i = 0.; i < MAX_STRENGTH; i++) {
if(i > str) break;
float str = 1. - (i / str);
vec4 c = sampleTexture(gm_BaseTexture, pos);
if(gamma == 1) c.rgb = pow(c.rgb, vec3(2.2));
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colr += c * str;
alpha += str;
vec2 slp = sampleSlope(pos);
pos += slp * stepSize;
}
vec4 res = colr / alpha;
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if(gamma == 1) res.rgb = pow(res.rgb, vec3(1. / 2.2));
gl_FragColor = res;
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}