mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
95 lines
2.5 KiB
GLSL
95 lines
2.5 KiB
GLSL
//
|
|
// Simple passthrough vertex shader
|
|
//
|
|
attribute vec3 in_Position; // (x,y,z)
|
|
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
|
|
attribute vec4 in_Colour; // (r,g,b,a)
|
|
attribute vec2 in_TextureCoord; // (u,v)
|
|
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
void main()
|
|
{
|
|
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
|
|
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
|
|
|
|
v_vColour = in_Colour;
|
|
v_vTexcoord = in_TextureCoord;
|
|
}
|
|
|
|
//######################_==_YOYO_SHADER_MARKER_==_######################@~
|
|
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
|
|
uniform sampler2D target;
|
|
uniform vec2 targetDimension;
|
|
|
|
uniform float colorThreshold;
|
|
uniform float pixelThreshold;
|
|
uniform float index;
|
|
|
|
uniform int mode;
|
|
uniform float seed;
|
|
uniform float size;
|
|
|
|
float random (in vec2 st) { return fract(sin(dot(st.xy + seed, vec2(12.9898, 78.233))) * 43758.5453123); }
|
|
float round(float val) { return fract(val) > 0.5? ceil(val) : floor(val); }
|
|
|
|
vec2 baseTx = 1. / dimension;
|
|
vec2 targTx = 1. / targetDimension;
|
|
|
|
float matchTemplate(vec2 pos) {
|
|
float _match = 0.;
|
|
|
|
for( float i = 0.; i < targetDimension.x; i++ )
|
|
for( float j = 0.; j < targetDimension.y; j++ ) {
|
|
vec4 targ = texture2D( target, vec2(0.5 + i, 0.5 + j) * targTx );
|
|
|
|
vec2 bpx = pos + vec2(i, j);
|
|
vec4 base = texture2D( gm_BaseTexture, bpx * baseTx );
|
|
|
|
if(distance(base, targ) <= 2. * colorThreshold)
|
|
_match++;
|
|
}
|
|
|
|
return _match / (targetDimension.x * targetDimension.y);
|
|
}
|
|
|
|
void main() {
|
|
gl_FragColor = vec4(0.);
|
|
|
|
vec4 base = texture2D( gm_BaseTexture, v_vTexcoord );
|
|
|
|
vec2 px = v_vTexcoord * dimension;
|
|
|
|
float match = 0.;
|
|
vec2 matchPos = vec2(0., 0.);
|
|
vec2 matchUv = vec2(0., 0.);
|
|
|
|
for( float i = 0.; i < targetDimension.x; i++ )
|
|
for( float j = 0.; j < targetDimension.y; j++ ) {
|
|
vec2 uv = px - vec2(i, j);
|
|
if(uv.x < 0. || uv.y < 0.) continue;
|
|
if(uv.x - .5 + targetDimension.x > dimension.x || uv.y - .5 + targetDimension.y > dimension.y) continue;
|
|
|
|
//gl_FragColor = vec4(1.);
|
|
float matchTemp = matchTemplate(uv);
|
|
if(matchTemp > match) {
|
|
match = matchTemp;
|
|
matchPos = (vec2(i, j) + 0.5) * targTx;
|
|
matchUv = uv * baseTx;
|
|
}
|
|
}
|
|
|
|
if(match >= 1. - pixelThreshold) {
|
|
float ind = mode == 0? index : round(random(matchUv) * (size - 1.)) / size;
|
|
gl_FragColor = vec4(matchPos, ind, 1.);
|
|
}
|
|
}
|
|
|