// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D map; uniform vec2 dimension; uniform vec2 map_dimension; uniform vec2 displace; uniform float middle; uniform int iterate; uniform int use_rg; uniform int sampleMode; uniform int blendMode; uniform vec2 strength; uniform int strengthUseSurf; uniform sampler2D strengthSurf; float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; } #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 ); } vec4 sampleTexture(vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2Dintp(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); if(sampleMode == 1) return texture2Dintp(gm_BaseTexture, clamp(pos, 0., 1.)); if(sampleMode == 2) return texture2Dintp(gm_BaseTexture, fract(pos)); return vec4(0.); } #endregion /////////////// SAMPLING /////////////// vec2 shiftMap(in vec2 pos, in float str) { #region vec4 disP = texture2Dintp( map, pos ); vec2 sam_pos; vec2 raw_displace = displace / dimension; float _str; if(use_rg == 1) { vec2 _disp = vec2(disP.r - middle, disP.g - middle) * vec2((disP.r + disP.g + disP.b) / 3. - middle) * str; sam_pos = pos + _disp; } else if(use_rg == 2) { float _ang = disP.r * PI * 2.; _str = (disP.g - middle) * str; sam_pos = pos + _str * vec2(cos(_ang), sin(_ang)); } else { _str = (bright(disP) - middle) * str; sam_pos = pos + _str * raw_displace; } return sam_pos; } #endregion vec4 blend(in vec4 c0, in vec4 c1) { #region if(blendMode == 0) return c1; else if(blendMode == 1) { float b0 = bright(c0); float b1 = bright(c1); return b0 < b1? c0 : c1; } else if(blendMode == 2) { float b0 = bright(c0); float b1 = bright(c1); return b0 > b1? c0 : c1; } return c1; } #endregion void main() { #region vec2 samPos = v_vTexcoord; vec4 ccol = sampleTexture( v_vTexcoord ), ncol; float stren = strength.x; float stMax = strength.x; if(strengthUseSurf == 1) { vec4 strMap = texture2Dintp( strengthSurf, v_vTexcoord ); stren = mix(strength.x, strength.y, (strMap.r + strMap.g + strMap.b) / 3.); stMax = strength.y; } if(iterate == 1) { for(float i = 0.; i < stMax; i++) { if(i >= stren) break; samPos = shiftMap(samPos, 1.); ncol = blend(ccol, sampleTexture( samPos )); } } else { samPos = shiftMap(samPos, stren); ncol = sampleTexture( samPos ); } gl_FragColor = blend(ccol, ncol); } #endregion