Pixel-Composer/shaders/sh_chromatic_aberration/sh_chromatic_aberration.fsh
2024-05-17 10:19:11 +07:00

115 lines
3.0 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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.);
}
vec2 texel = 1.0 / dimension;
vec2 coords = (v_vTexcoord - center / dimension) * 2.0;
float coordDot = dot(coords, coords);
vec2 precompute = str * coordDot * coords;
vec2 uvR = v_vTexcoord - texel.xy * precompute;
vec2 uvB = v_vTexcoord + texel.xy * precompute;
vec4 color;
vec4 cr = texture2Dintp(gm_BaseTexture, uvR);
vec4 cb = texture2Dintp(gm_BaseTexture, uvB);
vec4 cv = texture2Dintp(gm_BaseTexture, v_vTexcoord);
color.r = cr.r;
color.g = cv.g;
color.b = cb.b;
color.a = cv.a + cr.a + cb.a;
gl_FragColor = color;
}