Pixel-Composer/shaders/sh_high_pass/sh_high_pass.fsh

43 lines
1.1 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int sampleMode;
uniform float radius;
uniform float intensity;
vec4 sampleTexture(vec2 pos) {
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.);
}
void main() {
vec2 tx = 1. / dimension;
vec4 ss = vec4(0.);
float ww = 0.;
for(float i = -radius; i <= radius; i++)
for(float j = -radius; j <= radius; j++) {
if(i == 0. && j == 0.) continue;
vec2 sx = v_vTexcoord + vec2(i, j) * tx;
float w = (radius - (abs(i) + abs(j)) + 1.) / radius / 4.;
if(w <= 0.) continue;
ss -= sampleTexture( sx ) * w;
ww += w;
}
vec4 sc = sampleTexture( v_vTexcoord );
ss += sc * ww;
gl_FragColor = vec4(ss.rgb * intensity, sc.a);
}