#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 vec2 dimension; uniform vec2 pos1; uniform vec2 pos2; uniform int usePath; uniform int pathResolution; uniform vec2 pathList[1024]; uniform float radius; uniform float radius2; uniform float intensity; uniform float falloff; uniform float pushIntens; vec2 closestPointOnLine(vec2 P, vec2 A, vec2 B, out float t) { vec2 AP = P - A; vec2 AB = B - A; t = dot(AP, AB) / dot(AB, AB); t = clamp(t, 0.0, 1.0); return A + t * AB; } void main() { vec2 tx = 1. / dimension; vec2 pushPoint = vec2(0.); vec2 pushDir = vec2(0.); float pushT = 0.; float inf = 0.; vec2 stx = v_vTexcoord; vec2 p1, p2; if(usePath == 0) { p1 = pos1 * tx; p2 = pos2 * tx; pushDir = p2 - p1; pushPoint = closestPointOnLine(v_vTexcoord, p1, p2, pushT); float dis = distance(v_vTexcoord * dimension, pushPoint * dimension); float rad = mix(radius, radius2, pushT); inf = 1. - smoothstep(rad - falloff, rad + falloff, dis); stx -= (pushPoint - stx) * inf * intensity * pushIntens; stx -= pushDir * inf * intensity * pushT; } else { float minDist = 9999.; float _intRes = intensity; float _pshRes = pushIntens / float(pathResolution); vec2 cpc; for(int i = pathResolution - 2; i >= 0; i--) { p1 = pathList[i] * tx; p2 = pathList[i + 1] * tx; cpc = closestPointOnLine(stx, p1, p2, pushT); pushPoint = cpc; pushDir = p2 - p1; float rad = mix(radius, radius2, (float(i) + pushT) / float(pathResolution)); float dis = distance(stx * dimension, pushPoint * dimension); inf = 1. - smoothstep(rad - falloff, rad + falloff, dis); stx += (pushPoint - v_vTexcoord) * inf * _intRes * _pshRes; stx -= pushDir * inf * _intRes * pushT; } } gl_FragColor = texture2Dintp( gm_BaseTexture, stx ); }