mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
105 lines
2.9 KiB
GLSL
105 lines
2.9 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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#pragma use(sampler_simple)
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uniform int sampleMode;
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vec4 sampleTexture( sampler2D texture, vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(texture, pos);
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if(sampleMode <= 1) return vec4(0.);
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else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
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else if(sampleMode == 3) return texture2D(texture, fract(pos));
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else if(sampleMode == 4) return vec4(vec3(0.), 1.);
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return vec4(0.);
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}
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform sampler2D backg;
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uniform sampler2D scene;
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uniform vec2 scnDimension;
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uniform vec2 camDimension;
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uniform vec2 position;
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uniform float zoom;
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uniform float bokehStrength;
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const float GoldenAngle = 2.39996323;
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const float Iterations = 400.0;
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const float ContrastAmount = 150.0;
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const vec3 ContrastFactor = vec3(9.0);
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const float Smooth = 2.0;
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vec4 bokeh(sampler2D tex, vec2 uv, float radius) {
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vec3 num, weight;
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float alpha = 0.;
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float rec = 1.0; // reciprocal
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vec2 horizontalAngle = vec2(0.0, radius * 0.01 / sqrt(Iterations));
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vec2 aspect = vec2(scnDimension.y / scnDimension.x, 1.0);
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mat2 Rotation = mat2(
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cos(GoldenAngle), sin(GoldenAngle),
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-sin(GoldenAngle), cos(GoldenAngle)
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);
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for (float i; i < Iterations; i++) {
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rec += 1.0 / rec;
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horizontalAngle = horizontalAngle * Rotation;
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vec2 offset = (rec - 1.0) * horizontalAngle;
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vec2 sampleUV = uv + aspect * offset;
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vec4 sam = sampleTexture( tex, sampleUV );
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vec3 col = sam.rgb * sam.a;
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// increase contrast and smooth
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vec3 bokeh = Smooth + pow(col, ContrastFactor) * ContrastAmount;
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num += col * bokeh;
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alpha += sam.a * (bokeh.r + bokeh.g + bokeh.b) / 3.;
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weight += bokeh;
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}
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float _a = alpha / ((weight.r + weight.g + weight.b) / 3.);
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return vec4(num / weight, pow(_a, 3.));
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}
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void main() {
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vec2 pos = position + (v_vTexcoord - vec2(.5)) * (camDimension / scnDimension) * zoom;
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vec4 _col0 = sampleTexture( backg, v_vTexcoord );
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vec4 _col1 = bokeh( scene, pos, bokehStrength );
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float al = _col1.a + _col0.a * (1. - _col1.a);
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vec4 res = _col0 * _col0.a * (1. - _col1.a) + _col1 * _col1.a;
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res /= al;
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res.a = al;
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gl_FragColor = res;
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}
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