mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
62 lines
1.3 KiB
GLSL
62 lines
1.3 KiB
GLSL
//
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// Simple passthrough fragment shader
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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 float strength;
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uniform vec2 center;
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uniform int sampleMode;
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uniform int blurMode;
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uniform int useMask;
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uniform sampler2D mask;
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float sampleMask() {
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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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}
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vec4 sampleTexture(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(gm_BaseTexture, pos);
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if(sampleMode == 0)
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return vec4(0.);
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if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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return vec4(0.);
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}
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void main() {
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vec2 uv = v_vTexcoord - center;
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float str = strength * sampleMask();
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float nsamples = 64.;
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float scale_factor = str * (1. / (nsamples * 2. - 1.));
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vec4 color = vec4(0.0);
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float blrStart = 0.;
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if(blurMode == 0)
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blrStart = 0.;
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else if(blurMode == 1)
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blrStart = -nsamples;
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else if(blurMode == 2)
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blrStart = -nsamples * 2. - 1.;
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for(float i = 0.; i < nsamples * 2. + 1.; i++) {
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float scale = 1.0 + ((blrStart + i) * scale_factor);
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vec2 pos = uv * scale + center;
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color += sampleTexture(pos);
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}
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color /= nsamples * 2. + 1.;
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gl_FragColor = color;
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}
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