#define MAX_STRENGTH 64. varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform sampler2D slopeMap; uniform vec2 slopeMapDim; uniform float stepSize; uniform vec2 strength; uniform int strengthUseSurf; uniform sampler2D strengthSurf; uniform int sampleMode; vec2 tx; vec2 txMap; #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 vec4 sampleTexture(sampler2D texture, vec2 pos) { #region if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2Dintp(texture, pos); if(sampleMode == 0) return vec4(0.); else if(sampleMode == 1) return texture2Dintp(texture, clamp(pos, 0., 1.)); else if(sampleMode == 2) return texture2Dintp(texture, fract(pos)); else if(sampleMode == 3) return vec4(vec3(0.), 1.); return vec4(0.); } #endregion float sampleBright(vec2 pos) { vec4 c = sampleTexture(slopeMap, pos); return (c.r + c.g + c.b) / 3.; } vec2 sampleSlope(vec2 pos) { #region float h0 = sampleBright(clamp(pos + vec2(-txMap.x, 0.), 0., 1.)); float h1 = sampleBright(clamp(pos + vec2( txMap.x, 0.), 0., 1.)); float h2 = sampleBright(clamp(pos + vec2(0., -txMap.y), 0., 1.)); float h3 = sampleBright(clamp(pos + vec2(0., txMap.y), 0., 1.)); return vec2(h1 - h0, h3 - h2); } #endregion void main() { float str = strength.x; if(strengthUseSurf == 1) { vec4 _vMap = texture2D( strengthSurf, v_vTexcoord ); str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } tx = 1. / dimension; txMap = 1. / slopeMapDim; float alpha = 0.; vec4 colr = vec4(0.); vec2 pos = v_vTexcoord; for(float i = 0.; i < MAX_STRENGTH; i++) { if(i > str) break; float str = 1. - (i / str); vec4 c = sampleTexture(gm_BaseTexture, pos); colr += c * str; alpha += str; vec2 slp = sampleSlope(pos); pos += slp * stepSize; } gl_FragColor = colr / alpha; }