mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
83 lines
1.8 KiB
GLSL
83 lines
1.8 KiB
GLSL
varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform sampler2D blurMask;
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uniform vec2 blurMaskDimension;
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uniform int useMask;
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uniform sampler2D mask;
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uniform int sampleMode;
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uniform int mode;
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float sampleMask() { #region
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if(useMask == 0) return 1.;
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vec4 m = texture2D( mask, v_vTexcoord );
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return (m.r + m.g + m.b) / 3. * m.a;
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} #endregion
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float sampleBlurMask(vec2 pos) { #region
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vec4 m = texture2D( blurMask, 1. - pos );
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return (m.r + m.g + m.b) / 3. * m.a;
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} #endregion
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vec4 sampleTexture(vec2 pos) { #region
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(gm_BaseTexture, pos);
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if(sampleMode == 0)
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return vec4(0.);
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else if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3)
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return vec4(vec3(0.), 1.);
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return vec4(0.);
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} #endregion
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void main() {
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gl_FragColor = sampleTexture( v_vTexcoord );
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vec2 px = v_vTexcoord * dimension;
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vec2 tx = 1. / dimension;
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float msk = sampleMask();
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if(msk == 0.) return;
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float bs = 1. / msk;
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vec4 col = vec4(0.);
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float weight = 0.;
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vec2 bdim2 = blurMaskDimension / 2.;
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for(float i = 0.; i <= 64.; i++)
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for(float j = 0.; j <= 64.; j++) {
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if(i >= blurMaskDimension.x || j >= blurMaskDimension.y) continue;
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vec2 bPx = (vec2(i, j) - bdim2) * bs;
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if(abs(bPx.x / blurMaskDimension.x) >= .5 || abs(bPx.y / blurMaskDimension.y) >= .5) continue;
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vec4 c = sampleTexture((px + bPx) * tx);
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float b = sampleBlurMask(bPx / blurMaskDimension + 0.5);
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if(mode == 0) {
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col += c * b;
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weight += b;
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} else if(mode == 1) {
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col = max(col, c * b);
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}
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}
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if(mode == 0) col /= weight;
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else if(mode == 1) col.a = 1.;
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gl_FragColor = col;
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}
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