Pixel-Composer/shaders/sh_smear/sh_smear.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float size;
uniform float spread;
uniform vec2 direction;
uniform int directionUseSurf;
uniform sampler2D directionSurf;
uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
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uniform vec2 dimension;
uniform int sampleMode;
uniform int alpha;
uniform int modulateStr;
uniform int inv;
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vec4 sampleTexture(vec2 pos) { #region
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
else if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
else if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
return vec4(0.);
} #endregion
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vec4 smear(vec2 shift) {
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float delta = 1. / size;
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vec4 base = sampleTexture( v_vTexcoord );
float mBri = (base.r + base.g + base.b) / 3. * base.a;
vec4 res = base;
vec4 col, rcol;
float bright, rbright, dist = 0.;
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if(inv == 0) {
for(float i = 0.; i <= 1.0; i += delta) {
col = sampleTexture( v_vTexcoord - shift * i);
if(modulateStr != 2) {
if(alpha == 0) col.rgb *= 1. - i;
else col.a *= 1. - i;
}
bright = (col.r + col.g + col.b) / 3. * col.a;
if(bright > mBri) {
mBri = bright;
res = col;
}
}
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if(modulateStr == 1) {
if(alpha == 0) res.rgb *= mBri;
else res.a *= res.a;
}
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} else if(inv == 1) {
base = alpha == 0? vec4(0., 0., 0., 1.) : vec4(0.);
mBri = 0.;
res = base;
for(float i = 0.; i <= 1.; i += delta) {
col = sampleTexture( v_vTexcoord + shift * i);
bright = (col.r + col.g + col.b) / 3. * col.a;
if(bright == 0.) continue;
if(i > bright) continue;
if(modulateStr != 2) {
if(alpha == 0) col.rgb *= i;
else col.a *= i;
}
mBri = bright;
res = alpha == 0? vec4(vec3(i), 1.) : vec4(vec3(1.), i);
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}
}
return res;
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}
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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.);
}
float dir = direction.x;
if(directionUseSurf == 1) {
vec4 _vMap = texture2D( directionSurf, v_vTexcoord );
dir = mix(direction.x, direction.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
vec4 col = vec4(0.);
for(float i = -spread; i <= spread; i++) {
float r = radians(dir + 90. + i);
vec2 dirr = vec2(sin(r), cos(r)) * str;
vec4 smr = smear(dirr);
col = max(col, smr);
}
gl_FragColor = col;
}