#pragma use(sampler) #region -- sampler -- [1730686036.7372286] 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.); } #endregion -- sampler -- varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 center; uniform vec2 radius; uniform int radiusUseSurf; uniform sampler2D radiusSurf; uniform vec2 strength; uniform int strengthUseSurf; uniform sampler2D strengthSurf; uniform float trim; 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 cen = center / dimension; vec2 uv = (v_vTexcoord - cen); float d = 1. - dot(uv, uv) / rad; float dist = sqrt(abs(d)); vec4 c = sampleTexture(gm_BaseTexture, mix(uv, cen + uv / dist, str)); gl_FragColor = vec4(0.); if(d > trim) gl_FragColor = c; }