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; #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_bilinear( sampler2D texture, vec2 uv ) { uv = uv * sampleDimension - .5; vec2 iuv = floor( uv ); vec2 fuv = fract( uv ); vec4 mixed = mix( mix( texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ), texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ), fuv.x ), mix( texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ), texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ), fuv.x ), fuv.y ); mixed.rgb /= mixed.a; return mixed; } 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_bilinear(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_bilinear( texture, uv ); } vec4 texture2Dintp( sampler2D texture, vec2 uv ) { if(interpolation == 1) return texture2D_bilinear( texture, uv ); else if(interpolation == 2) return texture2D_bicubic( texture, uv ); else if(interpolation == 3) return texture2D_rsin( texture, uv ); return texture2D( texture, uv ); } #endregion /////////////// SAMPLING /////////////// 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 ); }