// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 center; uniform int sampleMode; uniform vec2 radius; uniform int radiusUseSurf; uniform sampler2D radiusSurf; uniform vec2 strength; uniform int strengthUseSurf; uniform sampler2D strengthSurf; #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 /////////////// vec4 sampleTexture(vec2 pos) { #region if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2Dintp(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); else if(sampleMode == 1) return texture2Dintp(gm_BaseTexture, clamp(pos, 0., 1.)); else if(sampleMode == 2) return texture2Dintp(gm_BaseTexture, fract(pos)); else if(sampleMode == 3) return vec4(vec3(0.), 1.); return vec4(0.); } #endregion void main() { float rad = radius.x; if(radiusUseSurf == 1) { vec4 _vMap = texture2Dintp( radiusSurf, v_vTexcoord ); rad = mix(radius.x, radius.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float str = strength.x; if(strengthUseSurf == 1) { vec4 _vMap = texture2Dintp( strengthSurf, v_vTexcoord ); str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } vec2 pixelPos = v_vTexcoord * dimension; vec2 to = center - pixelPos; float dis = distance(center, pixelPos); float eff = 1. - clamp(dis / rad, 0., 1.); vec2 tex = pixelPos + to * eff * str; tex /= dimension; gl_FragColor = sampleTexture( tex ); }