mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 15:06:22 +01:00
109 lines
2.5 KiB
GLSL
109 lines
2.5 KiB
GLSL
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
#define TAU 6.283185307179586
|
|
|
|
uniform vec2 dimension;
|
|
uniform vec2 scale;
|
|
uniform vec2 shift;
|
|
uniform int slope;
|
|
uniform int sampleMode;
|
|
|
|
uniform vec2 height;
|
|
uniform int heightUseSurf;
|
|
uniform sampler2D heightSurf;
|
|
|
|
float bright(in vec4 col) { return (col.r + col.g + col.b) / 3. * col.a; }
|
|
|
|
vec4 sampleTexture(vec2 pos) { #region
|
|
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.);
|
|
} #endregion
|
|
|
|
void main() {
|
|
float hei = height.x;
|
|
float heiMax = max(height.x, height.y);
|
|
|
|
if(heightUseSurf == 1) {
|
|
vec4 _vMap = texture2D( heightSurf, v_vTexcoord );
|
|
hei = mix(height.x, height.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
|
|
vec2 pixelStep = 1. / dimension;
|
|
|
|
vec4 col = texture2D(gm_BaseTexture, v_vTexcoord);
|
|
vec4 col1;
|
|
gl_FragColor = col;
|
|
bool done = false;
|
|
|
|
vec2 shiftPx = -shift / dimension;
|
|
float b0 = bright(col);
|
|
float shift_angle = atan(shiftPx.y, shiftPx.x);
|
|
float shift_distance = length(shiftPx);
|
|
float slope_distance = hei * b0;
|
|
float max_distance = hei;
|
|
|
|
if(b0 == 0.) return;
|
|
|
|
float b1 = b0;
|
|
float added_distance, _b1;
|
|
vec2 shf, pxs;
|
|
|
|
for(float i = 1.; i < heiMax; i++) {
|
|
if(i >= hei) break;
|
|
|
|
float base = 1.;
|
|
float top = 0.;
|
|
for(float j = 0.; j <= 64.; j++) {
|
|
float ang = top / base * TAU;
|
|
top += 2.;
|
|
if(top >= base) {
|
|
top = 1.;
|
|
base *= 2.;
|
|
}
|
|
|
|
added_distance = 1. + cos(abs(shift_angle - ang)) * shift_distance;
|
|
|
|
shf = vec2( cos(ang), sin(ang)) * (i * added_distance) / scale;
|
|
pxs = v_vTexcoord + shf * pixelStep;
|
|
|
|
col1 = sampleTexture( pxs );
|
|
_b1 = bright(col1);
|
|
|
|
if(_b1 < b1) {
|
|
slope_distance = min(slope_distance, i);
|
|
max_distance = min(max_distance, (b0 - _b1) * hei);
|
|
b1 = min(b1, _b1);
|
|
|
|
i = hei;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(max_distance == 0.)
|
|
gl_FragColor = vec4(vec3(b0), col.a);
|
|
else {
|
|
float mx = slope_distance / max_distance;
|
|
if(slope == 1) mx = pow(mx, 3.) + 3. * mx * mx * (1. - mx);
|
|
else if(slope == 2) mx = sqrt(1. - pow(mx - 1., 2.));
|
|
|
|
mx = clamp(mx, 0., 1.);
|
|
float prg = mix(b1, b0, mx);
|
|
gl_FragColor = vec4(vec3(prg), col.a);
|
|
}
|
|
}
|