#define PI 3.14159265358979323846 #define N 8 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int kernelSize; uniform float hardness, sharpness, zeroCrossing; void main() { vec2 tx = 1. / dimension; vec4 m[8]; vec3 s[8]; int kernelRadius = kernelSize / 2; float zeta = 2.0 / float(kernelRadius); //float zeta = _Zeta; float sinZeroCross = sin(zeroCrossing); float eta = (zeta + cos(zeroCrossing)) / (sinZeroCross * zeroCrossing); for (int k = 0; k < N; ++k) { m[k] = vec4(0.0); s[k] = vec3(0.0); } for (int y = -kernelRadius; y <= kernelRadius; ++y) for (int x = -kernelRadius; x <= kernelRadius; ++x) { vec2 v = vec2(x, y) / float(kernelRadius); vec3 c = texture2D(gm_BaseTexture, v_vTexcoord + vec2(x, y) * tx).rgb; c = clamp(c, 0., 1.); float sum = 0.; float w[8]; float z, vxx, vyy; /* Calculate Polynomial Weights */ vxx = zeta - eta * v.x * v.x; vyy = zeta - eta * v.y * v.y; z = max(0., v.y + vxx); w[0] = z * z; sum += w[0]; z = max(0., -v.x + vyy); w[2] = z * z; sum += w[2]; z = max(0., -v.y + vxx); w[4] = z * z; sum += w[4]; z = max(0., v.x + vyy); w[6] = z * z; sum += w[6]; v = sqrt(2.0) / 2.0 * vec2(v.x - v.y, v.x + v.y); vxx = zeta - eta * v.x * v.x; vyy = zeta - eta * v.y * v.y; z = max(0., v.y + vxx); w[1] = z * z; sum += w[1]; z = max(0., -v.x + vyy); w[3] = z * z; sum += w[3]; z = max(0., -v.y + vxx); w[5] = z * z; sum += w[5]; z = max(0., v.x + vyy); w[7] = z * z; sum += w[7]; float g = exp(-3.125 * dot(v,v)) / sum; for (int k = 0; k < 8; ++k) { float wk = w[k] * g; m[k] += vec4(c * wk, wk); s[k] += c * c * wk; } } vec4 outp = vec4(0.); for (int k = 0; k < N; ++k) { m[k].rgb /= m[k].w; s[k] = abs(s[k] / m[k].w - m[k].rgb * m[k].rgb); float sigma2 = s[k].r + s[k].g + s[k].b; float w = 1.0 / (1.0 + pow(hardness * 1000.0 * sigma2, 0.5 * sharpness)); outp += vec4(m[k].rgb * w, w); } gl_FragColor = clamp(outp / outp.w, 0., 1.); }