mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
220 lines
5.6 KiB
GLSL
220 lines
5.6 KiB
GLSL
varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float size;
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uniform vec2 dimension;
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uniform int useMask;
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uniform sampler2D mask;
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uniform int sampleMode;
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uniform int overrideColor;
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uniform vec4 overColor;
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uniform int useGradient;
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#region //////////////////////////////////// GRADIENT ////////////////////////////////////
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#define GRADIENT_LIMIT 128
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uniform int gradient_blend;
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uniform vec4 gradient_color[GRADIENT_LIMIT];
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uniform float gradient_time[GRADIENT_LIMIT];
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uniform int gradient_keys;
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uniform int gradient_use_map;
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uniform vec4 gradient_map_range;
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uniform sampler2D gradient_map;
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vec3 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); }
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vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); }
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vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region
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vec3 k1 = linearToGamma(c1);
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vec3 k2 = linearToGamma(c2);
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return gammaToLinear(mix(k1, k2, t));
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} #endregion
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vec3 rgb2oklab(vec3 c) { #region
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const mat3 kCONEtoLMS = mat3(
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0.4121656120, 0.2118591070, 0.0883097947,
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0.5362752080, 0.6807189584, 0.2818474174,
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0.0514575653, 0.1074065790, 0.6302613616);
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c = pow(c, vec3(2.2));
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c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) );
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return c;
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} #endregion
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vec3 oklab2rgb(vec3 c) { #region
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const mat3 kLMStoCONE = mat3(
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4.0767245293, -1.2681437731, -0.0041119885,
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-3.3072168827, 2.6093323231, -0.7034763098,
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0.2307590544, -0.3411344290, 1.7068625689);
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c = kLMStoCONE * (c * c * c);
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c = pow(c, vec3(1. / 2.2));
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return c;
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} #endregion
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vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region
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vec3 k1 = rgb2oklab(c1);
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vec3 k2 = rgb2oklab(c2);
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return oklab2rgb(mix(k1, k2, t));
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} #endregion
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vec3 rgb2hsv(vec3 c) { #region
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 0.0000000001;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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} #endregion
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vec3 hsv2rgb(vec3 c) { #region
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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} #endregion
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float hueDist(float a0, float a1, float t) { #region
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float da = fract(a1 - a0);
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float ds = fract(2. * da) - da;
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return a0 + ds * t;
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} #endregion
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vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region
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vec3 h1 = rgb2hsv(c1);
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vec3 h2 = rgb2hsv(c2);
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vec3 h = vec3(0.);
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h.x = h.x + hueDist(h1.x, h2.x, t);
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h.y = mix(h1.y, h2.y, t);
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h.z = mix(h1.z, h2.z, t);
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return hsv2rgb(h);
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} #endregion
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vec4 gradientEval(in float prog) { #region
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if(gradient_use_map == 1) {
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vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog);
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return texture2D( gradient_map, samplePos );
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}
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vec4 col = vec4(0.);
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for(int i = 0; i < GRADIENT_LIMIT; i++) {
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if(gradient_time[i] == prog) {
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col = gradient_color[i];
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break;
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} else if(gradient_time[i] > prog) {
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if(i == 0)
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col = gradient_color[i];
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else {
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float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]);
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vec3 c0 = gradient_color[i - 1].rgb;
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vec3 c1 = gradient_color[i].rgb;
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float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t);
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if(gradient_blend == 0)
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col = vec4(mix(c0, c1, t), a);
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else if(gradient_blend == 1)
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col = gradient_color[i - 1];
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else if(gradient_blend == 2)
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col = vec4(hsvMix(c0, c1, t), a);
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else if(gradient_blend == 3)
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col = vec4(oklabMax(c0, c1, t), a);
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else if(gradient_blend == 4)
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col = vec4(rgbMix(c0, c1, t), a);
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}
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break;
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}
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if(i >= gradient_keys - 1) {
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col = gradient_color[gradient_keys - 1];
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break;
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}
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}
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return col;
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} #endregion
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#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
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float sampleMask() { #region
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if(useMask == 0) return 1.;
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vec4 m = texture2D( mask, v_vTexcoord );
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return (m.r + m.g + m.b) / 3. * m.a;
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} #endregion
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vec4 sampleTexture(vec2 pos) { #region
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(gm_BaseTexture, pos);
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if(sampleMode == 0)
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return vec4(0.);
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else if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3)
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return vec4(vec3(0.), 1.);
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return vec4(0.);
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} #endregion
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void main() { #region
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vec4 clr = vec4(0.);
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float totalWeight = 0.;
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vec2 texel = 1. / dimension;
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float realSize = size;
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realSize *= sampleMask();
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if(realSize < 1.) {
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gl_FragColor = sampleTexture( v_vTexcoord );
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return;
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} else if(realSize < 2.)
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realSize = 1.;
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float cel = ceil(realSize);
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float frac = fract(realSize);
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float weiTotal = 0.;
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for( float i = -cel; i <= cel; i++ )
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for( float j = -cel; j <= cel; j++ ) {
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if(abs(i + j) >= cel * 2.) continue;
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vec4 sam = sampleTexture( v_vTexcoord + vec2(i, j) * texel );
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float wei = 1. - (abs(i) + abs(j)) / (realSize * 2.);
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wei *= clamp(abs(i + j - floor(realSize) * 2.), 0., 1.);
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totalWeight += wei;
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weiTotal += wei * (sam.r + sam.g + sam.b) / 3. * sam.a;
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clr += sam * wei;
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}
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clr /= totalWeight;
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if(overrideColor == 1) {
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clr.rgb = overColor.rgb;
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clr.a *= overColor.a;
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}
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if(useGradient == 1)
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clr *= gradientEval(1. - weiTotal / totalWeight);
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gl_FragColor = clr;
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} #endregion
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