mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
75 lines
1.5 KiB
GLSL
75 lines
1.5 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 vec2 dimension;
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uniform int horizontal;
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uniform float weight[128];
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uniform int size;
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uniform int sampleMode;
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uniform int overrideColor;
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uniform vec4 overColor;
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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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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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}
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float wgh = 0.;
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vec4 sample(in vec2 pos, in int index) {
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vec4 col = sampleTexture( pos );
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col.rgb *= weight[index] * col.a;
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wgh += weight[index] * col.a;
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return col;
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}
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void main() {
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vec2 tex_offset = 1.0 / dimension, pos;
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vec4 result = sample( v_vTexcoord, 0 );
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if(horizontal == 1) {
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for(int i = 1; i < size; i++) {
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pos = vec2(tex_offset.x * float(i), 0.0);
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result += sample( v_vTexcoord + pos, i );
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result += sample( v_vTexcoord - pos, i );
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}
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} else {
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for(int i = 1; i < size; i++) {
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pos = vec2(0.0, tex_offset.y * float(i));
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result += sample( v_vTexcoord + pos, i );
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result += sample( v_vTexcoord - pos, i );
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}
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}
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result.rgb /= wgh;
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result.a = wgh;
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gl_FragColor = result;
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if(overrideColor == 1) {
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gl_FragColor.rgb = overColor.rgb;
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gl_FragColor.a *= overColor.a;
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}
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}
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