Pixel-Composer/shaders/sh_local_analyze/sh_local_analyze.fsh
2023-12-23 15:39:55 +07:00

69 lines
1.6 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int algorithm;
uniform int shape;
uniform float size;
uniform int sampleMode;
vec4 sampleTexture(vec2 pos) { #region
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
return vec4(0.);
} #endregion
float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }
void main() {
vec2 tex = 1. / dimension;
vec4 acc = vec4(0.);
vec4 maxx = vec4(0.), minn = vec4(1.);
float weight = 0., _w;
vec4 col = sampleTexture(v_vTexcoord);
for(float i = -size; i <= size; i++)
for(float j = -size; j <= size; j++) {
if(shape == 1 && i * i + j * j > size * size)
continue;
if(shape == 2 && abs(i) + abs(j) > size)
continue;
if(shape == 0)
_w = min(size - abs(i), size - abs(j));
else if(shape == 1)
_w = size - length(vec2(i, j));
else if(shape == 2)
_w = size - (abs(i) + abs(j));
vec4 col = sampleTexture(v_vTexcoord + vec2(i, j) * tex);
if(algorithm == 0) {
acc += col;
weight++;
} else if(algorithm == 1) {
maxx = max(maxx, col);
} else if(algorithm == 2) {
minn = min(minn, col);
}
}
if(algorithm == 0)
gl_FragColor = acc / weight;
else if(algorithm == 1)
gl_FragColor = maxx;
else if(algorithm == 2)
gl_FragColor = minn;
}