#pragma use(sampler) #region -- sampler -- [1730686036.7372286] uniform int interpolation; uniform vec2 sampleDimension; uniform int sampleMode; const float PI = 3.14159265358979323846; float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); } 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 ); } const int RSIN_RADIUS = 1; vec4 texture2D_rsin( sampler2D texture, vec2 uv ) { vec2 tx = 1.0 / sampleDimension; vec2 p = uv * sampleDimension; vec4 col = vec4(0.); float wei = 0.; for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++) for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) { vec2 sx = vec2(float(x), float(y)); float a = length(sx) / float(RSIN_RADIUS); // if(a > 1.) continue; vec4 sample = texture2D(texture, uv + sx * tx); float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y); col += w * sample; wei += w; } col /= wei; return col; } const int LANCZOS_RADIUS = 3; float lanczosWeight(float d, float n) { return d == 0.0 ? 1.0 : (d * d < n * n ? sinc(d) * sinc(d / n) : 0.0); } vec4 texture2D_lanczos3( sampler2D texture, vec2 uv ) { vec2 center = uv - (mod(uv * sampleDimension, 1.0) - 0.5) / sampleDimension; vec2 offset = (uv - center) * sampleDimension; vec2 tx = 1. / sampleDimension; vec4 col = vec4(0.); float wei = 0.; for(int x = -LANCZOS_RADIUS; x < LANCZOS_RADIUS; x++) for(int y = -LANCZOS_RADIUS; y < LANCZOS_RADIUS; y++) { float wx = lanczosWeight(float(x) - offset.x, float(LANCZOS_RADIUS)); float wy = lanczosWeight(float(y) - offset.y, float(LANCZOS_RADIUS)); float w = wx * wy; col += w * texture2D(texture, center + vec2(x, y) * tx); wei += w; } col /= wei; return col; } vec4 texture2Dintp( sampler2D texture, vec2 uv ) { if(interpolation <= 2) return texture2D( texture, uv ); else if(interpolation == 3) return texture2D_bicubic( texture, uv ); else if(interpolation == 4) return texture2D_lanczos3( texture, uv ); return texture2D( texture, uv ); } vec4 sampleTexture( sampler2D texture, vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2Dintp(texture, pos); if(sampleMode <= 1) return vec4(0.); else if(sampleMode == 2) return texture2Dintp(texture, clamp(pos, 0., 1.)); else if(sampleMode == 3) return texture2Dintp(texture, fract(pos)); else if(sampleMode == 4) return vec4(vec3(0.), 1.); return vec4(0.); } #endregion -- sampler -- varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int invert; uniform int distMode; uniform int swap; uniform vec2 tile; uniform vec2 blend; uniform int blendUseSurf; uniform sampler2D blendSurf; uniform vec2 range; void main() { vec2 center = vec2(0.5, 0.5); vec2 coord; vec2 til = tile/* * vec2(1., PI * 2.)*/; vec2 _tile = swap == 1? til.yx : til; float bld = blend.x; if(blendUseSurf == 1) { vec4 _vMap = texture2Dintp( blendSurf, v_vTexcoord ); bld = mix(blend.x, blend.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float rad0 = radians(range.x); float rad1 = radians(range.y); float radr = (range.y - range.x) / 360.; gl_FragColor = vec4(0.); if(invert == 0) { float dist = distance(v_vTexcoord, center) / (sqrt(2.) * .5); if(distMode == 1) dist = sqrt(dist); else if(distMode == 2) dist = log(dist); vec2 cenPos = v_vTexcoord - center; float angle = atan(cenPos.y, -cenPos.x) + PI; angle = (angle - rad0) / radr; if(angle < rad0 || angle > rad1) return; angle /= PI * 2.; coord = fract(vec2(dist, angle) * _tile); } else if(invert == 1) { float dist = v_vTexcoord.x * 0.5; if(distMode == 1) dist = sqrt(dist); else if(distMode == 2) dist = log(dist); float angle = v_vTexcoord.y * PI * 2.; angle = (angle - rad0) / radr; if(angle < rad0 || angle > rad1) return; coord = fract(center + vec2(cos(angle), sin(angle)) * dist * _tile); } if(swap == 1) coord.xy = coord.yx; gl_FragColor = texture2Dintp( gm_BaseTexture, mix(v_vTexcoord, coord, bld) ); }