Pixel-Composer/shaders/sh_twirl/sh_twirl.fsh_bak

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2024-10-24 12:40:14 +02:00
#pragma shady: import(sh_sample)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 center;
uniform int sampleMode;
uniform vec2 radius;
uniform int radiusUseSurf;
uniform sampler2D radiusSurf;
uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
// #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 ///////////////
vec4 sampleTexture(vec2 pos) { #region
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2Dintp(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
else if(sampleMode == 1)
return texture2Dintp(gm_BaseTexture, clamp(pos, 0., 1.));
else if(sampleMode == 2)
return texture2Dintp(gm_BaseTexture, fract(pos));
else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
return vec4(0.);
} #endregion
void main() {
float rad = radius.x;
if(radiusUseSurf == 1) {
vec4 _vMap = texture2Dintp( radiusSurf, v_vTexcoord );
rad = mix(radius.x, radius.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float str = strength.x;
if(strengthUseSurf == 1) {
vec4 _vMap = texture2Dintp( strengthSurf, v_vTexcoord );
str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
vec2 pixelPos = v_vTexcoord * dimension;
vec2 to = pixelPos - center;
float dis = distance(center, pixelPos);
float eff = 1. - clamp(dis / rad, 0., 1.);
float ang = atan(to.y, to.x) + eff * str;
vec2 tex = center + vec2(cos(ang), sin(ang)) * distance(center, pixelPos);
gl_FragColor = sampleTexture( tex / dimension );
}