2022-01-13 05:24:03 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform sampler2D map;
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uniform vec2 dimension;
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uniform vec2 map_dimension;
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uniform vec2 displace;
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uniform float strength;
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uniform float middle;
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2022-12-27 04:00:50 +01:00
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uniform int iterate;
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uniform int use_rg;
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uniform int sampleMode;
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uniform int blendMode;
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2022-01-13 05:24:03 +01:00
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2023-11-08 13:05:24 +01:00
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float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }
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2022-01-13 05:24:03 +01:00
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2023-11-08 13:05:24 +01:00
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#region /////////////// SAMPLING ///////////////
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2023-11-08 13:05:24 +01:00
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const float PI = 3.14159265358979323846;
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uniform int interpolation;
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uniform vec2 sampleDimension;
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const int RSIN_RADIUS = 1;
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float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
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vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
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vec2 tx = 1.0 / sampleDimension;
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vec2 p = uv * sampleDimension - vec2(0.5);
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vec4 sum = vec4(0.0);
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float weights = 0.;
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for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
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for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
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float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
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if(a > 1.) continue;
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float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
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vec2 offset = vec2(float(x), float(y)) * tx;
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vec4 sample = texture2D(texture, (p + offset + vec2(0.5)) / sampleDimension);
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sum += w * sample;
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weights += w;
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}
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return sum / weights;
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}
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vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
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uv = uv * sampleDimension + 0.5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
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uv = (uv - 0.5) / sampleDimension;
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return texture2D( texture, uv );
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}
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vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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if(interpolation == 2) return texture2D_bicubic( texture, uv );
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else if(interpolation == 3) return texture2D_rsin( texture, uv );
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return texture2D( texture, uv );
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}
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vec4 sampleTexture(vec2 pos) {
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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)
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return vec4(0.);
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if(sampleMode == 1)
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return texture2Dintp(gm_BaseTexture, clamp(pos, 0., 1.));
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if(sampleMode == 2)
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return texture2Dintp(gm_BaseTexture, fract(pos));
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return vec4(0.);
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}
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#endregion /////////////// SAMPLING ///////////////
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vec2 shiftMap(in vec2 pos, in float str) {
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vec4 disP = texture2Dintp( map, pos );
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vec2 sam_pos;
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vec2 raw_displace = displace / dimension;
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float _str;
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if(use_rg == 1) {
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vec2 _disp = vec2(disP.r - middle, disP.g - middle) * vec2((disP.r + disP.g + disP.b) / 3. - middle) * str;
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sam_pos = pos + _disp;
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} else if(use_rg == 2) {
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float _ang = disP.r * PI * 2.;
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_str = (disP.g - middle) * str;
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sam_pos = pos + _str * vec2(cos(_ang), sin(_ang));
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} else {
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_str = (bright(disP) - middle) * str;
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sam_pos = pos + _str * raw_displace;
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}
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return sam_pos;
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}
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vec4 blend(in vec4 c0, in vec4 c1) {
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if(blendMode == 0) return c1;
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else if(blendMode == 1) {
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float b0 = bright(c0);
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float b1 = bright(c1);
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return b0 < b1? c0 : c1;
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} else if(blendMode == 2) {
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float b0 = bright(c0);
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float b1 = bright(c1);
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return b0 > b1? c0 : c1;
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}
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return c1;
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}
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void main() {
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vec2 samPos = v_vTexcoord;
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vec4 ccol = sampleTexture( v_vTexcoord ), ncol;
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if(iterate == 1) {
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for(float i = 0.; i < strength; i++) {
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samPos = shiftMap(samPos, 1.);
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ncol = blend(ccol, sampleTexture( samPos ));
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}
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} else {
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samPos = shiftMap(samPos, strength);
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ncol = sampleTexture( samPos );
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}
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gl_FragColor = blend(ccol, ncol);
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}
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