// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying vec2 v_vTexcoord; varying vec4 v_vColour; #define TAU 6.283185307179586 #define MAX_STRENGTH 64. uniform vec2 dimension; uniform float size; uniform float treshold; uniform int direction; uniform int gamma; vec3 rgb2xyz( vec3 c ) { vec3 tmp; tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92; tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92, tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92; return 100.0 * tmp * mat3( 0.4124, 0.3576, 0.1805, 0.2126, 0.7152, 0.0722, 0.0193, 0.1192, 0.9505 ); } vec3 xyz2lab( vec3 c ) { vec3 n = c / vec3( 95.047, 100, 108.883 ); vec3 v; v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 ); v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 ); v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 ); return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z )); } vec3 rgb2lab(vec3 c) { vec3 lab = xyz2lab( rgb2xyz( c ) ); return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 )); } float colorDifferent(in vec4 c1, in vec4 c2) { return length(c1.rgb - c2.rgb) / 1.7320508076; } void main() { vec2 tx = 1. / dimension; vec4 col = texture2D( gm_BaseTexture, v_vTexcoord); vec4 c = col; float div = 1.; float sz2 = size * size; for(float i = -MAX_STRENGTH; i <= MAX_STRENGTH; i++) for(float j = -MAX_STRENGTH; j <= MAX_STRENGTH; j++) { float dist = i * i + j * j; if(dist >= sz2) continue; float amp = 1. - dist / sz2; vec2 pxs = v_vTexcoord + vec2( i, j ) * tx; vec4 bcol = texture2D( gm_BaseTexture, pxs); if(c.a == bcol.a && colorDifferent(c, bcol) <= treshold) { if(gamma == 1) bcol.rgb = pow(bcol.rgb, vec3(2.2)); col += bcol * amp; div += amp; } } vec4 res = col / div; if(gamma == 1) res.rgb = pow(res.rgb, vec3(1. / 2.2)); gl_FragColor = res; }