Pixel-Composer/shaders/sh_blur_radial/sh_blur_radial.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform vec2 center;
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uniform vec2 dimension;
uniform int sampleMode;
uniform int gamma;
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uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
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#define ITERATION 64.
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#region /////////////// SAMPLING ///////////////
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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 /////////////// SAMPLING ///////////////
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vec4 sampleTexture(vec2 pos) { #region
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2Dintp(gm_BaseTexture, pos);
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if(sampleMode == 0)
return vec4(0.);
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else if(sampleMode == 1)
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return texture2Dintp(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2Dintp(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
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return vec4(0.);
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} #endregion
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void main() {
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float str = strength.x;
float strMax = max(strength.x, strength.y);
if(strengthUseSurf == 1) {
vec4 _vMap = texture2D( strengthSurf, v_vTexcoord );
str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
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vec2 pxPos = v_vTexcoord * dimension;
vec2 pxCen = center * dimension;
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vec2 vecPc = pxPos - pxCen;
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float angle = atan(vecPc.y, vecPc.x);
float dist = length(vecPc);
vec4 clr = vec4(0.);
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float weight = 0.;
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float maxBright = 0.;
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for(float i = -strMax; i <= strMax; i++) {
if(i < -str) continue;
if(i > str) break;
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float ang = angle + i / 100.;
vec4 col = sampleTexture((pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension);
if(gamma == 1) col.rgb = pow(col.rgb, vec3(2.2));
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clr += col;
weight += col.a;
}
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vec4 res = clr / weight;
if(gamma == 1) res.rgb = pow(res.rgb, vec3(1. / 2.2));
gl_FragColor = res;
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}