mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
115 lines
3.0 KiB
GLSL
115 lines
3.0 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform int type;
|
|
uniform vec2 dimension;
|
|
uniform vec2 center;
|
|
|
|
uniform vec2 strength;
|
|
uniform int strengthUseSurf;
|
|
uniform sampler2D strengthSurf;
|
|
|
|
#region /////////////// SAMPLING ///////////////
|
|
|
|
const float PI = 3.14159265358979323846;
|
|
uniform int interpolation;
|
|
uniform vec2 sampleDimension;
|
|
|
|
const int RSIN_RADIUS = 1;
|
|
|
|
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
|
|
|
|
vec4 texture2D_bilinear( sampler2D texture, vec2 uv ) {
|
|
uv = uv * sampleDimension - .5;
|
|
vec2 iuv = floor( uv );
|
|
vec2 fuv = fract( uv );
|
|
|
|
vec4 mixed = mix(
|
|
mix(
|
|
texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ),
|
|
texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ),
|
|
fuv.x
|
|
),
|
|
mix(
|
|
texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ),
|
|
texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ),
|
|
fuv.x
|
|
),
|
|
fuv.y
|
|
);
|
|
|
|
mixed.rgb /= mixed.a;
|
|
|
|
return mixed;
|
|
}
|
|
|
|
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
|
|
vec2 tx = 1.0 / sampleDimension;
|
|
vec2 p = uv * sampleDimension - vec2(0.5);
|
|
|
|
vec4 sum = vec4(0.0);
|
|
float weights = 0.;
|
|
|
|
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
|
|
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
|
|
float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
|
|
if(a > 1.) continue;
|
|
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
|
|
vec2 offset = vec2(float(x), float(y)) * tx;
|
|
vec4 sample = texture2D_bilinear(texture, (p + offset + vec2(0.5)) / sampleDimension);
|
|
sum += w * sample;
|
|
weights += w;
|
|
}
|
|
|
|
return sum / weights;
|
|
}
|
|
|
|
vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
|
|
uv = uv * sampleDimension + 0.5;
|
|
vec2 iuv = floor( uv );
|
|
vec2 fuv = fract( uv );
|
|
uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
|
|
uv = (uv - 0.5) / sampleDimension;
|
|
return texture2D_bilinear( texture, uv );
|
|
}
|
|
|
|
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
|
|
if(interpolation == 1) return texture2D_bilinear( texture, uv );
|
|
else if(interpolation == 2) return texture2D_bicubic( texture, uv );
|
|
else if(interpolation == 3) return texture2D_rsin( texture, uv );
|
|
return texture2D( texture, uv );
|
|
}
|
|
|
|
#endregion /////////////// SAMPLING ///////////////
|
|
|
|
void main() {
|
|
float str = strength.x;
|
|
if(strengthUseSurf == 1) {
|
|
vec4 _vMap = texture2Dintp( strengthSurf, v_vTexcoord );
|
|
str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
|
|
gl_FragColor = vec4(0.);
|
|
vec2 tx = 1.0 / dimension;
|
|
vec2 coords = (v_vTexcoord - center * tx) * 2.0;
|
|
|
|
vec2 pcp = vec2(0.), uvR, uvB;
|
|
|
|
pcp = dot(coords, coords) * coords;
|
|
// else if(type == 1) pcp = vec2(pow(coords.x, 3.), pow(coords.y, 3.));
|
|
|
|
pcp *= str * tx;
|
|
|
|
uvR = v_vTexcoord - pcp;
|
|
uvB = v_vTexcoord + pcp;
|
|
|
|
vec4 cr = texture2Dintp(gm_BaseTexture, uvR);
|
|
vec4 cb = texture2Dintp(gm_BaseTexture, uvB);
|
|
vec4 cv = texture2Dintp(gm_BaseTexture, v_vTexcoord);
|
|
|
|
gl_FragColor = vec4(cr.r, cv.g, cb.b, cv.a + cr.a + cb.a);
|
|
}
|