// // Simple passthrough fragment shader // 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; #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_bilinear( sampler2D texture, vec2 uv ) { uv = uv * sampleDimension - .5; vec2 iuv = floor( uv ); vec2 fuv = fract( uv ); vec4 mixed = mix( mix( texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ), texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ), fuv.x ), mix( texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ), texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ), fuv.x ), fuv.y ); mixed.rgb /= mixed.a; return mixed; } 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_bilinear(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_bilinear( texture, uv ); } vec4 texture2Dintp( sampler2D texture, vec2 uv ) { if(interpolation == 1) return texture2D_bilinear( texture, uv ); else if(interpolation == 2) return texture2D_bicubic( texture, uv ); else if(interpolation == 3) return texture2D_rsin( texture, uv ); return texture2D( texture, uv ); } #endregion /////////////// SAMPLING /////////////// 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) ); }