Pixel-Composer/shaders/sh_polar/sh_polar.fsh

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#pragma use(sampler)
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#region -- sampler -- [1730686036.7372286]
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uniform int interpolation;
uniform vec2 sampleDimension;
uniform int sampleMode;
const float PI = 3.14159265358979323846;
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
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( texture, uv );
}
const int RSIN_RADIUS = 1;
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
vec2 tx = 1.0 / sampleDimension;
vec2 p = uv * sampleDimension;
vec4 col = vec4(0.);
float wei = 0.;
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
vec2 sx = vec2(float(x), float(y));
float a = length(sx) / float(RSIN_RADIUS);
// if(a > 1.) continue;
vec4 sample = texture2D(texture, uv + sx * tx);
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
col += w * sample;
wei += w;
}
col /= wei;
return col;
}
const int LANCZOS_RADIUS = 3;
float lanczosWeight(float d, float n) { return d == 0.0 ? 1.0 : (d * d < n * n ? sinc(d) * sinc(d / n) : 0.0); }
vec4 texture2D_lanczos3( sampler2D texture, vec2 uv ) {
vec2 center = uv - (mod(uv * sampleDimension, 1.0) - 0.5) / sampleDimension;
vec2 offset = (uv - center) * sampleDimension;
vec2 tx = 1. / sampleDimension;
vec4 col = vec4(0.);
float wei = 0.;
for(int x = -LANCZOS_RADIUS; x < LANCZOS_RADIUS; x++)
for(int y = -LANCZOS_RADIUS; y < LANCZOS_RADIUS; y++) {
float wx = lanczosWeight(float(x) - offset.x, float(LANCZOS_RADIUS));
float wy = lanczosWeight(float(y) - offset.y, float(LANCZOS_RADIUS));
float w = wx * wy;
col += w * texture2D(texture, center + vec2(x, y) * tx);
wei += w;
}
col /= wei;
return col;
}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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if(interpolation <= 2) return texture2D( texture, uv );
else if(interpolation == 3) return texture2D_bicubic( texture, uv );
else if(interpolation == 4) return texture2D_lanczos3( texture, uv );
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return texture2D( texture, uv );
}
vec4 sampleTexture( sampler2D texture, vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2Dintp(texture, pos);
if(sampleMode <= 1) return vec4(0.);
else if(sampleMode == 2) return texture2Dintp(texture, clamp(pos, 0., 1.));
else if(sampleMode == 3) return texture2Dintp(texture, fract(pos));
else if(sampleMode == 4) return vec4(vec3(0.), 1.);
return vec4(0.);
}
#endregion -- sampler --
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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int invert;
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uniform int distMode;
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uniform int swap;
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uniform vec2 tile;
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uniform vec2 blend;
uniform int blendUseSurf;
uniform sampler2D blendSurf;
uniform vec2 range;
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void main() {
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vec2 center = vec2(0.5, 0.5);
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vec2 coord;
vec2 til = tile/* * vec2(1., PI * 2.)*/;
vec2 _tile = swap == 1? til.yx : til;
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float bld = blend.x;
if(blendUseSurf == 1) {
vec4 _vMap = texture2Dintp( blendSurf, v_vTexcoord );
bld = mix(blend.x, blend.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float rad0 = radians(range.x);
float rad1 = radians(range.y);
float radr = (range.y - range.x) / 360.;
gl_FragColor = vec4(0.);
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if(invert == 0) {
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float dist = distance(v_vTexcoord, center) / (sqrt(2.) * .5);
if(distMode == 1) dist = sqrt(dist);
else if(distMode == 2) dist = log(dist);
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vec2 cenPos = v_vTexcoord - center;
float angle = atan(cenPos.y, -cenPos.x) + PI;
angle = (angle - rad0) / radr;
if(angle < rad0 || angle > rad1) return;
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angle /= PI * 2.;
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coord = fract(vec2(dist, angle) * _tile);
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} else if(invert == 1) {
float dist = v_vTexcoord.x * 0.5;
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if(distMode == 1) dist = sqrt(dist);
else if(distMode == 2) dist = log(dist);
float angle = v_vTexcoord.y * PI * 2.;
angle = (angle - rad0) / radr;
if(angle < rad0 || angle > rad1) return;
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coord = fract(center + vec2(cos(angle), sin(angle)) * dist * _tile);
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}
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if(swap == 1) coord.xy = coord.yx;
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gl_FragColor = texture2Dintp( gm_BaseTexture, mix(v_vTexcoord, coord, bld) );
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}