- [Pixel Expand] Fix scan artifact.

This commit is contained in:
Tanasart 2024-04-27 16:53:57 +07:00
parent 9712d785ae
commit b2953cfb7c
14 changed files with 316 additions and 88 deletions

View file

@ -1,4 +1,4 @@
// 2024-04-22 18:54:03
// 2024-04-27 16:12:22
function NodeObject(_name, _spr, _node, _create, tooltip = "", tags = []) constructor { #region
name = _name;
spr = _spr;
@ -566,6 +566,7 @@ function __initNodes() {
addNodeObject(filter, "Shape Blur", s_node_shape_blur, "Node_Blur_Shape", [1, Node_Blur_Shape]).setVersion(11650);
addNodeObject(filter, "Average", s_node_average, "Node_Average", [1, Node_Average],, "Average color of every pixels in the image.").setVersion(1110);
addNodeObject(filter, "Smear", s_node_smear, "Node_Smear", [1, Node_Smear]).setVersion(11670);
addNodeObject(filter, "Kuwahara", s_node_kuwahara, "Node_Kuwahara", [1, Node_Kuwahara]).setVersion(11660);
ds_list_add(filter, "Warps");
addNodeObject(filter, "Mirror", s_node_mirror, "Node_Mirror", [1, Node_Mirror],, "Reflect the image along a reflection line.").setVersion(1070);
@ -600,8 +601,6 @@ function __initNodes() {
addNodeObject(filter, "Chromatic Aberration", s_node_chromatic_abarration, "Node_Chromatic_Aberration", [1, Node_Chromatic_Aberration],, "Apply chromatic aberration effect to the image.");
addNodeObject(filter, "Vignette", s_node_vignette, "Node_Vignette", [1, Node_Vignette],, "Apply vignette effect to the border.").setVersion(11630);
addNodeObject(filter, "FXAA", s_node_FXAA, "Node_FXAA", [1, Node_FXAA],, "Apply fast approximate anti-aliasing to the image.");
addNodeObject(filter, "Kuwahara", s_node_kuwahara, "Node_Kuwahara", [1, Node_Kuwahara]).setVersion(11660);
//addNodeObject(filter, "Rim", s_node_kuwahara, "Node_Rim", [1, Node_Rim]).setVersion(11690);
//addNodeObject(filter, "Blend Edge", s_node_FXAA, "Node_Blend_Edge", [1, Node_Blend_Edge]).setVersion(11640);
ds_list_add(filter, "Colors");

View file

@ -1,4 +1,4 @@
// 2024-04-22 18:54:02
// 2024-04-22 18:54:03
function NodeObject(_name, _spr, _node, _create, tooltip = "", tags = []) constructor { #region
name = _name;
spr = _spr;
@ -845,7 +845,7 @@ function __initNodes() {
addNodeObject(values, "Array Convolute", s_node_array_convolute, "Node_Array_Convolute", [1, Node_Array_Convolute]).setVersion(11540);
addNodeObject(values, "Array Composite", s_node_array_composite, "Node_Array_Composite", [1, Node_Array_Composite]).setVersion(11540);
addNodeObject(values, "Array Sample", s_node_array_sample, "Node_Array_Sample", [1, Node_Array_Sample]).setVersion(11540);
addNodeObject(values, "Sort Array", s_node_array_sort, "Node_Array_Sort", [1, Node_Array_Sort], ["array sort"]).setVersion(1120);
addNodeObject(values, "Sort Array", s_node_array_sort, "Node_Array_Sort", [1, Node_Array_Sort], ["array sort"]).setVersion(1120);
addNodeObject(values, "Shuffle Array", s_node_array_shuffle, "Node_Array_Shuffle", [1, Node_Array_Shuffle], ["array shuffle"]).setVersion(1120);
addNodeObject(values, "Loop Array", s_node_loop_array, "Node_Iterate_Each_Inline", [1, Node_Iterate_Each_Inline], ["iterate each", "for each", "array loop"], "Create group that iterate to each member in an array.");
addNodeObject(values, "Filter Array", s_node_filter_array, "Node_Iterate_Filter_Inline", [1, Node_Iterate_Filter_Inline],, "Filter array using condition.").setVersion(1140);

View file

@ -1,10 +1,11 @@
// 2024-04-18 08:42:38
// 2024-04-27 16:30:10
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
#define TAU 6.283185307179586
#define distance_sample 64.
void main() {
vec2 tx = 1. / dimension;
@ -14,11 +15,11 @@ void main() {
if(col.a == 1.)
return;
for(float i = 1.; i <= 64.; i++) {
for(float i = 1.; i <= distance_sample; i++) {
float base = 1.;
float top = 0.;
for(float j = 0.; j <= 64.; j++) {
for(float j = 0.; j <= 128.; j++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
@ -26,8 +27,8 @@ void main() {
base *= 2.;
}
vec2 pxs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx;
vec4 sam = texture2D( gm_BaseTexture, pxs );
vec2 pxs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx;
vec4 sam = texture2D( gm_BaseTexture, pxs );
if(sam.a < 1.) continue;

View file

@ -1,4 +1,4 @@
// 2024-04-18 08:42:35
// 2024-04-18 08:42:38
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
@ -26,8 +26,8 @@ void main() {
base *= 2.;
}
vec2 pxs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx;
vec4 sam = texture2D( gm_BaseTexture, pxs );
vec2 pxs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx;
vec4 sam = texture2D( gm_BaseTexture, pxs );
if(sam.a < 1.) continue;

View file

@ -1,4 +1,4 @@
// 2024-04-18 08:38:57
// 2024-04-27 16:52:46
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
@ -11,38 +11,28 @@ void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = col;
if(col.a == 1.)
return;
if(col.a > 0.) return;
float _min, _cmp;
vec2 _str, _axs;
float amo;
vec2 _axs;
vec4 ss;
if(axis == 0) {
_min = dimension.x;
_cmp = _min * v_vTexcoord.x;
_str = vec2(0., v_vTexcoord.y);
amo = dimension.x;
_axs = vec2(tx.x, 0.);
} else {
_min = dimension.y;
_cmp = _min * v_vTexcoord.y;
_str = vec2(v_vTexcoord.x, 0.);
amo = dimension.y;
_axs = vec2(0., tx.y);
}
for(float i = 1.; i < 2048.; i++) {
if(i > iteration) break;
for(float i = 1.; i < amo; i++) {
ss = texture2D( gm_BaseTexture, v_vTexcoord + _axs * i);
if(ss.a > 0.) { col = ss; break; }
vec2 sx = _str + _axs * i;
vec4 ss = texture2D( gm_BaseTexture, sx );
if(ss.a == 1. && abs(i - _cmp) < _min) {
_min = abs(i - _cmp);
col = ss;
}
ss = texture2D( gm_BaseTexture, v_vTexcoord - _axs * i);
if(ss.a > 0.) { col = ss; break; }
}
gl_FragColor = col;

View file

@ -1,4 +1,4 @@
// 2024-04-18 08:38:57
// 2024-04-27 16:52:31
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
@ -11,38 +11,28 @@ void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = col;
if(col.a == 1.)
return;
if(col.a > 0.) return;
float _min, _cmp;
vec2 _str, _axs;
float amo;
vec2 _axs;
vec4 ss;
if(axis == 0) {
_min = dimension.x;
_cmp = _min * v_vTexcoord.x;
_str = vec2(0., v_vTexcoord.y);
amo = dimension.x;
_axs = vec2(tx.x, 0.);
} else {
_min = dimension.y;
_cmp = _min * v_vTexcoord.y;
_str = vec2(v_vTexcoord.x, 0.);
amo = dimension.y;
_axs = vec2(0., tx.y);
}
for(float i = 1.; i < 2048.; i++) {
if(i > iteration) break;
for(float i = 1.; i < amo; i++) {
ss = texture2D( gm_BaseTexture, v_vTexcoord + _axs * i);
if(ss.a > 0.) { col = ss; break; }
vec2 sx = _str + _axs * i;
vec4 ss = texture2D( gm_BaseTexture, sx );
if(ss.a == 1. && abs(i - _cmp) < _min) {
_min = abs(i - _cmp);
col = ss;
}
ss = texture2D( gm_BaseTexture, v_vTexcoord - _axs * i);
if(ss.a > 0.) { col = ss; break; }
}
gl_FragColor = col;

View file

@ -0,0 +1,124 @@
// 2024-04-27 16:03:31
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 center;
uniform vec2 dimension;
uniform int sampleMode;
uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
#define ITERATION 64.
#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_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(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( texture, uv );
}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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 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.);
}
vec2 pxPos = v_vTexcoord * dimension;
vec2 pxCen = center * dimension;
vec2 vecPc = pxPos - pxCen;
float angle = atan(vecPc.y, vecPc.x);
float dist = length(vecPc);
vec4 clr = vec4(0.);
vec4 res = vec4(0.);
float weight = 0.;
float maxBright = 0.;
for(float i = -strMax; i <= strMax; i++) {
if(i < -str) continue;
if(i > str) break;
float ang = angle + i / 100.;
vec4 col = sampleTexture((pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension);
// float bright = (col.r + col.g + col.b) / 3. * col.a;
clr += col;
weight += col.a;
// if(bright > maxBright) {
// maxBright = bright;
// res = col;
// }
}
gl_FragColor = clr / weight;
// gl_FragColor = res;
}

View file

@ -0,0 +1,124 @@
// 2024-04-27 16:03:28
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 center;
uniform vec2 dimension;
uniform int sampleMode;
uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
#define ITERATION 64.
#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_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(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( texture, uv );
}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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 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.);
}
vec2 pxPos = v_vTexcoord * dimension;
vec2 pxCen = center * dimension;
vec2 vecPc = pxPos - pxCen;
float angle = atan(vecPc.y, vecPc.x);
float dist = length(vecPc);
vec4 clr = vec4(0.);
vec4 res = vec4(0.);
float weight = 0.;
float maxBright = 0.;
for(float i = -strMax; i <= strMax; i++) {
if(i < -str) continue;
if(i > str) break;
float ang = angle + i / 100.;
vec4 col = sampleTexture((pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension);
// float bright = (col.r + col.g + col.b) / 3. * col.a;
clr += col;
weight += col.a;
// if(bright > maxBright) {
// maxBright = bright;
// res = col;
// }
}
gl_FragColor = clr / weight;
// gl_FragColor = res;
}

View file

@ -1,4 +1,4 @@
// 2024-04-27 15:33:04
// 2024-04-27 16:00:25
varying vec2 v_vTexcoord;
varying vec4 v_vColour;

View file

@ -1,4 +1,4 @@
// 2024-04-27 15:33:00
// 2024-04-27 15:45:59
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
@ -57,6 +57,8 @@ vec4 smear(vec2 angle) { #region
maxBright = bright;
res = col;
}
//if(col.a > 0.) res = col;
}
if(modulateStr == 1) {

View file

@ -565,6 +565,7 @@ function __initNodes() {
addNodeObject(filter, "Shape Blur", s_node_shape_blur, "Node_Blur_Shape", [1, Node_Blur_Shape]).setVersion(11650);
addNodeObject(filter, "Average", s_node_average, "Node_Average", [1, Node_Average],, "Average color of every pixels in the image.").setVersion(1110);
addNodeObject(filter, "Smear", s_node_smear, "Node_Smear", [1, Node_Smear]).setVersion(11670);
addNodeObject(filter, "Kuwahara", s_node_kuwahara, "Node_Kuwahara", [1, Node_Kuwahara]).setVersion(11660);
ds_list_add(filter, "Warps");
addNodeObject(filter, "Mirror", s_node_mirror, "Node_Mirror", [1, Node_Mirror],, "Reflect the image along a reflection line.").setVersion(1070);
@ -599,8 +600,6 @@ function __initNodes() {
addNodeObject(filter, "Chromatic Aberration", s_node_chromatic_abarration, "Node_Chromatic_Aberration", [1, Node_Chromatic_Aberration],, "Apply chromatic aberration effect to the image.");
addNodeObject(filter, "Vignette", s_node_vignette, "Node_Vignette", [1, Node_Vignette],, "Apply vignette effect to the border.").setVersion(11630);
addNodeObject(filter, "FXAA", s_node_FXAA, "Node_FXAA", [1, Node_FXAA],, "Apply fast approximate anti-aliasing to the image.");
addNodeObject(filter, "Kuwahara", s_node_kuwahara, "Node_Kuwahara", [1, Node_Kuwahara]).setVersion(11660);
//addNodeObject(filter, "Rim", s_node_kuwahara, "Node_Rim", [1, Node_Rim]).setVersion(11690);
//addNodeObject(filter, "Blend Edge", s_node_FXAA, "Node_Blend_Edge", [1, Node_Blend_Edge]).setVersion(11640);
ds_list_add(filter, "Colors");

View file

@ -18,7 +18,7 @@ void main() {
float base = 1.;
float top = 0.;
for(float j = 0.; j <= 64.; j++) {
for(float j = 0.; j <= 128.; j++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {

View file

@ -10,38 +10,28 @@ void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = col;
if(col.a > 0.)
return;
if(col.a > 0.) return;
float _min, _cmp;
vec2 _str, _axs;
float amo;
vec2 _axs;
vec4 ss;
if(axis == 0) {
_min = dimension.x;
_cmp = _min * v_vTexcoord.x;
_str = vec2(0., v_vTexcoord.y);
amo = dimension.x;
_axs = vec2(tx.x, 0.);
} else {
_min = dimension.y;
_cmp = _min * v_vTexcoord.y;
_str = vec2(v_vTexcoord.x, 0.);
amo = dimension.y;
_axs = vec2(0., tx.y);
}
for(float i = 1.; i < 2048.; i++) {
if(i > iteration) break;
for(float i = 1.; i < amo; i++) {
ss = texture2D( gm_BaseTexture, v_vTexcoord + _axs * i);
if(ss.a > 0.) { col = ss; break; }
vec2 sx = _str + _axs * i;
vec4 ss = texture2D( gm_BaseTexture, sx);
if(ss.a > 0. && abs(i - _cmp) < _min) {
_min = abs(i - _cmp);
col = ss;
}
ss = texture2D( gm_BaseTexture, v_vTexcoord - _axs * i);
if(ss.a > 0.) { col = ss; break; }
}
gl_FragColor = col;

View file

@ -12,7 +12,6 @@ uniform vec2 strength;
uniform int strengthUseSurf;
uniform sampler2D strengthSurf;
#define ITERATION 64.
#region /////////////// SAMPLING ///////////////
@ -92,12 +91,14 @@ void main() {
vec2 pxPos = v_vTexcoord * dimension;
vec2 pxCen = center * dimension;
vec2 vecPc = pxPos - pxCen;
vec2 vecPc = pxPos - pxCen;
float angle = atan(vecPc.y, vecPc.x);
float dist = length(vecPc);
vec4 clr = vec4(0.);
float angle = atan(vecPc.y, vecPc.x);
float dist = length(vecPc);
vec4 clr = vec4(0.);
vec4 res = vec4(0.);
float weight = 0.;
float maxBright = 0.;
for(float i = -strMax; i <= strMax; i++) {
if(i < -str) continue;
@ -106,9 +107,17 @@ void main() {
float ang = angle + i / 100.;
vec4 col = sampleTexture((pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension);
// float bright = (col.r + col.g + col.b) / 3. * col.a;
clr += col;
weight += col.a;
// if(bright > maxBright) {
// maxBright = bright;
// res = col;
// }
}
gl_FragColor = clr / weight;
// gl_FragColor = res;
}