Pixel-Composer/shaders/sh_warp_4points/sh_warp_4points.fsh
2024-11-04 12:08:06 +07:00

151 lines
No EOL
4.3 KiB
GLSL

#pragma use(sampler)
#region -- sampler -- [1730686036.7372286]
uniform int interpolation;
uniform vec2 sampleDimension;
uniform int sampleMode;
const float PI = 3.14159265358979323846;
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
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( texture, uv );
}
const int RSIN_RADIUS = 1;
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
vec2 tx = 1.0 / sampleDimension;
vec2 p = uv * sampleDimension;
vec4 col = vec4(0.);
float wei = 0.;
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
vec2 sx = vec2(float(x), float(y));
float a = length(sx) / float(RSIN_RADIUS);
// if(a > 1.) continue;
vec4 sample = texture2D(texture, uv + sx * tx);
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
col += w * sample;
wei += w;
}
col /= wei;
return col;
}
const int LANCZOS_RADIUS = 3;
float lanczosWeight(float d, float n) { return d == 0.0 ? 1.0 : (d * d < n * n ? sinc(d) * sinc(d / n) : 0.0); }
vec4 texture2D_lanczos3( sampler2D texture, vec2 uv ) {
vec2 center = uv - (mod(uv * sampleDimension, 1.0) - 0.5) / sampleDimension;
vec2 offset = (uv - center) * sampleDimension;
vec2 tx = 1. / sampleDimension;
vec4 col = vec4(0.);
float wei = 0.;
for(int x = -LANCZOS_RADIUS; x < LANCZOS_RADIUS; x++)
for(int y = -LANCZOS_RADIUS; y < LANCZOS_RADIUS; y++) {
float wx = lanczosWeight(float(x) - offset.x, float(LANCZOS_RADIUS));
float wy = lanczosWeight(float(y) - offset.y, float(LANCZOS_RADIUS));
float w = wx * wy;
col += w * texture2D(texture, center + vec2(x, y) * tx);
wei += w;
}
col /= wei;
return col;
}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
if(interpolation <= 2) return texture2D( texture, uv );
else if(interpolation == 3) return texture2D_bicubic( texture, uv );
else if(interpolation == 4) return texture2D_lanczos3( texture, uv );
return texture2D( texture, uv );
}
vec4 sampleTexture( sampler2D texture, vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2Dintp(texture, pos);
if(sampleMode <= 1) return vec4(0.);
else if(sampleMode == 2) return texture2Dintp(texture, clamp(pos, 0., 1.));
else if(sampleMode == 3) return texture2Dintp(texture, fract(pos));
else if(sampleMode == 4) return vec4(vec3(0.), 1.);
return vec4(0.);
}
#endregion -- sampler --
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 p0;
uniform vec2 p1;
uniform vec2 p2;
uniform vec2 p3;
uniform vec2 dimension;
uniform int tile;
float unmix( float st, float ed, float val) { return (val - st) / (ed - st); }
// 2 1
// 3 0
void main() {
float px = v_vTexcoord.x;
float py = v_vTexcoord.y;
float u, v;
vec2 uv;
#region linear interpolation
if (abs(p3.y - p0.y) < 1. / dimension.y && abs(p2.y - p1.y) < 1. / dimension.y) { // trapezoid edge case
float t = (py - p2.y) / (p3.y - p2.y);
u = unmix(mix(p3.x, p2.x, 1. - t), mix(p0.x, p1.x, 1. - t), px);
v = t;
uv = vec2(u, v);
} else if(abs(p2.x - p3.x) < 1. / dimension.x && abs(p1.x - p0.x) < 1. / dimension.x) { // trapezoid edge case
float t = (px - p2.x) / (p1.x - p2.x);
u = t;
v = unmix(mix(p1.y, p2.y, 1. - t), mix(p0.y, p3.y, 1. - t), py);
uv = vec2(u, v);
} else {
vec2 A = (p3 - p0) - (p2 - p1);
vec2 B = (p0 - p1);
vec2 C = (p2 - p1);
vec2 D = p1;
float c1 = (B.y * C.x) + (A.y * D.x) - (B.x * C.y) - (A.x * D.y);
float c2 = (B.y * D.x) - (B.x * D.y);
float _A = (A.y * C.x) - (A.x * C.y);
float _B = (A.x * py) + c1 - (A.y * px);
float _C = (B.x * py) + c2 - (B.y * px);
u = A == vec2(0.)? 0. : (-_B - sqrt(_B * _B - 4.0 * _A * _C)) / (_A * 2.0);
v = (u * A.x + B.x) == 0.? 0. : (px - (u * C.x) - D.x) / (u * A.x + B.x);
uv = vec2(1. - u, v);
}
#endregion
if(tile == 1) uv = fract(1. + fract(uv));
if(uv.x >= 0. && uv.y >= 0. && uv.x <= 1. && uv.y <= 1.)
gl_FragColor = texture2Dintp( gm_BaseTexture, uv );
else
gl_FragColor = vec4(0.);
}