#define PI 3.1415972 #define SQRT2 0.70710678118 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int patch; uniform int transform; uniform float compression; uniform float phase; float DCTcoeff(vec2 k, vec2 x) { return cos(PI * k.x * x.x + phase) * cos(PI * k.y * x.y + phase); } float ZIGcoeff(vec2 k, vec2 x) { float a, b; float fx = fract(k.x * x.x + phase / PI / 2. + .5); a = fx < 0.5? fx * 2. : (1. - fx) * 2.; a = a * 2. - 1.; float fy = fract(k.y * x.y + phase / PI / 2. + .5); b = fy < 0.5? fy * 2. : (1. - fy) * 2.; b = b * 2. - 1.; return a * b; } float SMTcoeff(vec2 k, vec2 x) { float a, b; float fx = fract(k.x * x.x + phase / PI / 2. + .5); a = fx < 0.5? fx * 2. : (1. - fx) * 2.; a = smoothstep(0., 1., a); a = a * 2. - 1.; float fy = fract(k.y * x.y + phase / PI / 2. + .5); b = fy < 0.5? fy * 2. : (1. - fy) * 2.; b = smoothstep(0., 1., b); b = b * 2. - 1.; return a * b; } float STPcoeff(vec2 k, vec2 x) { float a, b; float sp = 1. / 2.; float _fx = fract(k.x * x.x + phase / PI / 2.); float fx = _fx >= 0.5 - sp && _fx <= 0.5 + sp? 0. : step(0.5, _fx); a = a * 2. - 1.; float _fy = fract(k.y * x.y + phase / PI / 2.); float fy = _fy >= 0.5 - sp && _fy <= 0.5 + sp? 0. : step(0.5, _fy); b = b * 2. - 1.; return a * b; } float round(float val) { return fract(val) > 0.5? ceil(val) : floor(val); } vec4 round(vec4 val) { return vec4(round(val.x), round(val.y), round(val.z), round(val.w)); } void main() { vec2 tx = dimension * v_vTexcoord; vec2 k = mod(tx, float(patch)) - .5; vec2 K = floor(tx - k); vec4 val = vec4(0.); for(int x = 0; x < patch; ++x) for(int y = 0; y < patch; ++y) { vec4 s = texture2D( gm_BaseTexture, (K + vec2(x, y) + .5) / dimension); float c = 0.; if(transform == 0) c = DCTcoeff(k, (vec2(x, y) + .5) / float(patch)); else if(transform == 1) c = ZIGcoeff(k, (vec2(x, y) + .5) / float(patch)); else if(transform == 2) c = SMTcoeff(k, (vec2(x, y) + .5) / float(patch)); else if(transform == 3) c = STPcoeff(k, (vec2(x, y) + .5) / float(patch)); c *= k.x < .5? SQRT2 : 1.; c *= k.y < .5? SQRT2 : 1.; val += s * c; } vec4 c = val / float(patch) * 2.; if(compression != 0.) c = round(c / float(patch) * compression) / compression * float(patch); c.a = 1.; gl_FragColor = c; }