// // 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; }