// // 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_==_######################@~ #pragma use(sampler) 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.); } varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D sFrom; uniform sampler2D sTo; uniform vec2 dimension; uniform float amount; uniform float threshold; #define TAU 6.283185307179586 void main() { gl_FragColor = vec4(0.); //if(amount == 0.) { // gl_FragColor = texture2Dintp( sFrom, v_vTexcoord ); // return; //} else if(amount == 1.) { // gl_FragColor = texture2Dintp( sTo, v_vTexcoord ); // return; //} vec2 pxFrom, pxTo; vec4 from, to; float dist; for(float i = 0.; i <= dimension.x; i++) { float base = 1.; float top = 0.; if(amount > 0.5) dist = i / dimension.x * (1. / amount); else dist = i / dimension.x * (1. / (1. - amount)); for(float j = 0.; j <= 64.; j++) { float ang = top / base * TAU; if(amount > 0.5) ang = TAU - ang; top += 2.; if(top >= base) { top = 1.; base *= 2.; } pxFrom = (vec2(cos(ang), sin(ang)) * i) / dimension; vec2 xFrom = v_vTexcoord + pxFrom; if(xFrom.x < 0. || xFrom.y < 0. || xFrom.x > 1. || xFrom.y > 1.) continue; vec2 vF = i == 0.? vec2(0.) : normalize(pxFrom); if(amount > 0.5) { from = texture2Dintp( sFrom, xFrom ); if(from.a == 0.) continue; pxTo = xFrom - (vF * dist); if(pxTo.x < 0. || pxTo.y < 0. || pxTo.x > 1. || pxTo.y > 1.) continue; to = texture2Dintp( sTo, pxTo ); if(to.a == 0.) continue; } else { to = texture2Dintp( sTo, xFrom ); if(to.a == 0.) continue; pxTo = xFrom - (vF * dist); if(pxTo.x < 0. || pxTo.y < 0. || pxTo.x > 1. || pxTo.y > 1.) continue; from = texture2Dintp( sFrom, pxTo ); if(from.a == 0.) continue; } if(distance(from, to) <= threshold * 2.) { gl_FragColor = mix(from, to, amount); return; } } } }