#pragma use(sampler_simple) #region -- sampler_simple -- [1729740692.1417658] uniform int sampleMode; vec4 sampleTexture( sampler2D texture, vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(texture, pos); if(sampleMode <= 1) return vec4(0.); else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.)); else if(sampleMode == 3) return texture2D(texture, fract(pos)); else if(sampleMode == 4) return vec4(vec3(0.), 1.); return vec4(0.); } #endregion -- sampler_simple -- varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 center; uniform int blurMode; uniform int gamma; uniform vec2 strength; uniform int strengthUseSurf; uniform sampler2D strengthSurf; uniform int useMask; uniform sampler2D mask; #region ==== PARAM DRIVER ==== #define PARAM_COUNT 1 uniform int parameter_active[PARAM_COUNT]; uniform sampler2D parameters; float sampleParameter(in int index, in float def) { if(parameter_active[index] == 0) return def; float row = floor(float(index) / 4.); vec2 coord = (v_vTexcoord + vec2(float(index) - row * 4., row)) * 0.25; vec4 col = texture2D( parameters, coord ); float _val = col.r; float _min = col.g * 256. - 128.; float _max = col.b * 256. - 128.; return mix(_min, _max, _val); } #endregion float sampleMask() { #region if(useMask == 0) return 1.; vec4 m = texture2D( mask, v_vTexcoord ); return (m.r + m.g + m.b) / 3. * m.a; } #endregion void main() { #region 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.); } vec2 uv = v_vTexcoord - center; float _str = sampleParameter(0, str) * sampleMask(); float nsamples = 64.; float scale_factor = _str * (1. / (nsamples * 2. - 1.)); vec4 color = vec4(0.0); float blrStart = 0.; if(blurMode == 0) blrStart = 0.; else if(blurMode == 1) blrStart = -nsamples; else if(blurMode == 2) blrStart = -nsamples * 2. - 1.; for(float i = 0.; i < nsamples * 2. + 1.; i++) { float scale = 1.0 + ((blrStart + i) * scale_factor); vec2 pos = uv * scale + center; vec4 col = sampleTexture( gm_BaseTexture, pos ); if(gamma == 1) col.rgb = pow(col.rgb, vec3(2.2)); color += col; } color /= nsamples * 2. + 1.; if(gamma == 1) color.rgb = pow(color.rgb, vec3(1. / 2.2)); gl_FragColor = color; } #endregion