varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float size; uniform vec2 dimension; uniform int useMask; uniform sampler2D mask; uniform int sampleMode; uniform int gamma; uniform int overrideColor; uniform vec4 overColor; uniform int useGradient; #region //////////////////////////////////// GRADIENT //////////////////////////////////// #define GRADIENT_LIMIT 128 uniform int gradient_blend; uniform vec4 gradient_color[GRADIENT_LIMIT]; uniform float gradient_time[GRADIENT_LIMIT]; uniform int gradient_keys; uniform int gradient_use_map; uniform vec4 gradient_map_range; uniform sampler2D gradient_map; vec3 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); } vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); } vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region vec3 k1 = linearToGamma(c1); vec3 k2 = linearToGamma(c2); return gammaToLinear(mix(k1, k2, t)); } #endregion vec3 rgb2oklab(vec3 c) { #region const mat3 kCONEtoLMS = mat3( 0.4121656120, 0.2118591070, 0.0883097947, 0.5362752080, 0.6807189584, 0.2818474174, 0.0514575653, 0.1074065790, 0.6302613616); c = pow(c, vec3(2.2)); c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) ); return c; } #endregion vec3 oklab2rgb(vec3 c) { #region const mat3 kLMStoCONE = mat3( 4.0767245293, -1.2681437731, -0.0041119885, -3.3072168827, 2.6093323231, -0.7034763098, 0.2307590544, -0.3411344290, 1.7068625689); c = kLMStoCONE * (c * c * c); c = pow(c, vec3(1. / 2.2)); return c; } #endregion vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region vec3 k1 = rgb2oklab(c1); vec3 k2 = rgb2oklab(c2); return oklab2rgb(mix(k1, k2, t)); } #endregion vec3 rgb2hsv(vec3 c) { #region vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 0.0000000001; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } #endregion vec3 hsv2rgb(vec3 c) { #region vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } #endregion float hueDist(float a0, float a1, float t) { #region float da = fract(a1 - a0); float ds = fract(2. * da) - da; return a0 + ds * t; } #endregion vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region vec3 h1 = rgb2hsv(c1); vec3 h2 = rgb2hsv(c2); vec3 h = vec3(0.); h.x = h.x + hueDist(h1.x, h2.x, t); h.y = mix(h1.y, h2.y, t); h.z = mix(h1.z, h2.z, t); return hsv2rgb(h); } #endregion vec4 gradientEval(in float prog) { #region if(gradient_use_map == 1) { vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog); return texture2D( gradient_map, samplePos ); } vec4 col = vec4(0.); for(int i = 0; i < GRADIENT_LIMIT; i++) { if(gradient_time[i] == prog) { col = gradient_color[i]; break; } else if(gradient_time[i] > prog) { if(i == 0) col = gradient_color[i]; else { float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]); vec3 c0 = gradient_color[i - 1].rgb; vec3 c1 = gradient_color[i].rgb; float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t); if(gradient_blend == 0) col = vec4(mix(c0, c1, t), a); else if(gradient_blend == 1) col = gradient_color[i - 1]; else if(gradient_blend == 2) col = vec4(hsvMix(c0, c1, t), a); else if(gradient_blend == 3) col = vec4(oklabMax(c0, c1, t), a); else if(gradient_blend == 4) col = vec4(rgbMix(c0, c1, t), a); } break; } if(i >= gradient_keys - 1) { col = gradient_color[gradient_keys - 1]; break; } } return col; } #endregion #endregion //////////////////////////////////// GRADIENT //////////////////////////////////// float sampleMask() { #region if(useMask == 0) return 1.; vec4 m = texture2D( mask, v_vTexcoord ); return (m.r + m.g + m.b) / 3. * m.a; } #endregion vec4 sampleTexture(vec2 pos) { #region if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); else if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.)); else if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos)); else if(sampleMode == 3) return vec4(vec3(0.), 1.); return vec4(0.); } #endregion void main() { #region vec4 clr = vec4(0.); float totalWeight = 0.; vec2 texel = 1. / dimension; float realSize = size; realSize *= sampleMask(); if(realSize < 1.) { gl_FragColor = sampleTexture( v_vTexcoord ); return; } else if(realSize < 2.) realSize = 1.; float cel = ceil(realSize); float frac = fract(realSize); float weiTotal = 0.; for( float i = -cel; i <= cel; i++ ) for( float j = -cel; j <= cel; j++ ) { if(abs(i + j) >= cel * 2.) continue; vec4 sam = sampleTexture( v_vTexcoord + vec2(i, j) * texel ); if(gamma == 1) sam.rgb = pow(sam.rgb, vec3(2.2)); float wei = 1. - (abs(i) + abs(j)) / (realSize * 2.); wei *= clamp(abs(i + j - floor(realSize) * 2.), 0., 1.); totalWeight += wei; weiTotal += wei * (sam.r + sam.g + sam.b) / 3. * sam.a; clr += sam * wei; } clr /= totalWeight; if(gamma == 1) clr.rgb = pow(clr.rgb, vec3(1. / 2.2)); if(overrideColor == 1) { clr.rgb = overColor.rgb; clr.a *= overColor.a; } if(useGradient == 1) clr *= gradientEval(1. - weiTotal / totalWeight); gl_FragColor = clr; } #endregion