mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 23:17:25 +01:00
60 lines
1.6 KiB
GLSL
60 lines
1.6 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
|
|
uniform vec2 strength;
|
|
uniform int strengthUseSurf;
|
|
uniform sampler2D strengthSurf;
|
|
|
|
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) {
|
|
vec3 num, weight;
|
|
float alpha = 0.;
|
|
float rec = 1.0; // reciprocal
|
|
vec2 horizontalAngle = vec2(0.0, radius * 0.01 / sqrt(Iterations));
|
|
vec2 aspect = vec2(dimension.y / dimension.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 = texture2D(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;
|
|
}
|
|
|
|
return vec4(num / weight, alpha / ((weight.r + weight.g + weight.b) / 3.));
|
|
}
|
|
|
|
void main() {
|
|
float str = strength.x;
|
|
if(strengthUseSurf == 1) {
|
|
vec4 _vMap = texture2D( strengthSurf, v_vTexcoord );
|
|
str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
|
|
gl_FragColor = bokeh(gm_BaseTexture, v_vTexcoord, str);
|
|
}
|