mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
84 lines
2.4 KiB
GLSL
84 lines
2.4 KiB
GLSL
#pragma use(sampler_simple)
|
|
|
|
#region -- sampler_simple -- [1729740692.1417658]
|
|
uniform int sampleMode;
|
|
|
|
vec4 sampleTexture( sampler2D texture, vec2 pos) {
|
|
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
|
|
return texture2D(texture, pos);
|
|
|
|
if(sampleMode <= 1) return vec4(0.);
|
|
else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
|
|
else if(sampleMode == 3) return texture2D(texture, fract(pos));
|
|
else if(sampleMode == 4) return vec4(vec3(0.), 1.);
|
|
|
|
return vec4(0.);
|
|
}
|
|
#endregion -- sampler_simple --
|
|
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform sampler2D backg;
|
|
uniform sampler2D scene;
|
|
uniform vec2 scnDimension;
|
|
uniform vec2 camDimension;
|
|
|
|
uniform vec2 position;
|
|
uniform float zoom;
|
|
uniform float bokehStrength;
|
|
|
|
const float GoldenAngle = 2.39996323;
|
|
const float Iterations = 400.0;
|
|
|
|
const float ContrastAmount = 150.0;
|
|
const vec3 ContrastFactor = vec3(9.0);
|
|
const float Smooth = 2.0;
|
|
|
|
vec4 bokeh(sampler2D tex, vec2 uv, float radius) { #region ref. sh_blur_bokeh
|
|
vec3 num, weight;
|
|
float alpha = 0.;
|
|
float rec = 1.0; // reciprocal
|
|
vec2 horizontalAngle = vec2(0.0, radius * 0.01 / sqrt(Iterations));
|
|
vec2 aspect = vec2(scnDimension.y / scnDimension.x, 1.0);
|
|
|
|
mat2 Rotation = mat2(
|
|
cos(GoldenAngle), sin(GoldenAngle),
|
|
-sin(GoldenAngle), cos(GoldenAngle)
|
|
);
|
|
|
|
for (float i; i < Iterations; i++) {
|
|
rec += 1.0 / rec;
|
|
horizontalAngle = horizontalAngle * Rotation;
|
|
|
|
vec2 offset = (rec - 1.0) * horizontalAngle;
|
|
vec2 sampleUV = uv + aspect * offset;
|
|
vec4 sam = sampleTexture( tex, sampleUV );
|
|
vec3 col = sam.rgb * sam.a;
|
|
|
|
// increase contrast and smooth
|
|
vec3 bokeh = Smooth + pow(col, ContrastFactor) * ContrastAmount;
|
|
|
|
num += col * bokeh;
|
|
alpha += sam.a * (bokeh.r + bokeh.g + bokeh.b) / 3.;
|
|
weight += bokeh;
|
|
}
|
|
|
|
float _a = alpha / ((weight.r + weight.g + weight.b) / 3.);
|
|
return vec4(num / weight, pow(_a, 3.));
|
|
} #endregion
|
|
|
|
void main() { #region
|
|
vec2 pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension) * zoom;
|
|
|
|
vec4 _col0 = sampleTexture( backg, v_vTexcoord );
|
|
vec4 _col1 = bokeh( scene, pos, bokehStrength );
|
|
|
|
float al = _col1.a + _col0.a * (1. - _col1.a);
|
|
vec4 res = _col0 * _col0.a * (1. - _col1.a) + _col1 * _col1.a;
|
|
res /= al;
|
|
res.a = al;
|
|
|
|
gl_FragColor = res;
|
|
} #endregion
|