mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 22:43:53 +01:00
162 lines
4.7 KiB
GLSL
162 lines
4.7 KiB
GLSL
#pragma use(sampler)
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#region -- sampler -- [1729740697.9444373]
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uniform int interpolation;
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uniform vec2 sampleDimension;
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uniform int sampleMode;
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const float PI = 3.14159265358979323846;
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float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
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vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
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uv = uv * sampleDimension + 0.5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
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uv = (uv - 0.5) / sampleDimension;
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return texture2D( texture, uv );
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}
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const int RSIN_RADIUS = 1;
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vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
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vec2 tx = 1.0 / sampleDimension;
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vec2 p = uv * sampleDimension;
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vec4 col = vec4(0.);
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float wei = 0.;
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for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
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for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
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vec2 sx = vec2(float(x), float(y));
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float a = length(sx) / float(RSIN_RADIUS);
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// if(a > 1.) continue;
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vec4 sample = texture2D(texture, uv + sx * tx);
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float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
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col += w * sample;
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wei += w;
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}
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col /= wei;
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return col;
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}
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const int LANCZOS_RADIUS = 3;
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float lanczosWeight(float d, float n) { return d == 0.0 ? 1.0 : (d * d < n * n ? sinc(d) * sinc(d / n) : 0.0); }
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vec4 texture2D_lanczos3( sampler2D texture, vec2 uv ) {
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vec2 center = uv - (mod(uv * sampleDimension, 1.0) - 0.5) / sampleDimension;
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vec2 offset = (uv - center) * sampleDimension;
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vec2 tx = 1. / sampleDimension;
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vec4 col = vec4(0.);
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float wei = 0.;
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for(int x = -LANCZOS_RADIUS; x < LANCZOS_RADIUS; x++)
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for(int y = -LANCZOS_RADIUS; y < LANCZOS_RADIUS; y++) {
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float wx = lanczosWeight(float(x) - offset.x, float(LANCZOS_RADIUS));
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float wy = lanczosWeight(float(y) - offset.y, float(LANCZOS_RADIUS));
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float w = wx * wy;
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col += w * texture2D(texture, center + vec2(x, y) * tx);
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wei += w;
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}
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col /= wei;
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return col;
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}
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vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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if(interpolation <= 1) return texture2D( texture, uv );
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else if(interpolation == 2) return texture2D_bicubic( texture, uv );
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else if(interpolation == 3) return texture2D_lanczos3( texture, uv );
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return texture2D( texture, uv );
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}
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vec4 sampleTexture( sampler2D texture, vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2Dintp(texture, pos);
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if(sampleMode <= 1) return vec4(0.);
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else if(sampleMode == 2) return texture2Dintp(texture, clamp(pos, 0., 1.));
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else if(sampleMode == 3) return texture2Dintp(texture, fract(pos));
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else if(sampleMode == 4) return vec4(vec3(0.), 1.);
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return vec4(0.);
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}
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#endregion -- sampler --
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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 vec2 pos1;
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uniform vec2 pos2;
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uniform int usePath;
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uniform int pathResolution;
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uniform vec2 pathList[1024];
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uniform float radius;
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uniform float radius2;
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uniform float intensity;
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uniform float falloff;
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uniform float pushIntens;
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vec2 closestPointOnLine(vec2 P, vec2 A, vec2 B, out float t) {
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vec2 AP = P - A;
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vec2 AB = B - A;
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t = dot(AP, AB) / dot(AB, AB);
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t = clamp(t, 0.0, 1.0);
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return A + t * AB;
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}
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void main() {
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vec2 tx = 1. / dimension;
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vec2 pushPoint = vec2(0.);
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vec2 pushDir = vec2(0.);
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float pushT = 0.;
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float inf = 0.;
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vec2 stx = v_vTexcoord;
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vec2 p1, p2;
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if(usePath == 0) {
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p1 = pos1 * tx;
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p2 = pos2 * tx;
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pushDir = p2 - p1;
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pushPoint = closestPointOnLine(v_vTexcoord, p1, p2, pushT);
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float dis = distance(v_vTexcoord * dimension, pushPoint * dimension);
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float rad = mix(radius, radius2, pushT);
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inf = 1. - smoothstep(rad - falloff, rad + falloff, dis);
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stx -= (pushPoint - stx) * inf * intensity * pushIntens;
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stx -= pushDir * inf * intensity * pushT;
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} else {
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float minDist = 9999.;
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float _intRes = intensity;
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float _pshRes = pushIntens / float(pathResolution);
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vec2 cpc;
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for(int i = pathResolution - 2; i >= 0; i--) {
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p1 = pathList[i] * tx;
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p2 = pathList[i + 1] * tx;
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cpc = closestPointOnLine(stx, p1, p2, pushT);
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pushPoint = cpc;
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pushDir = p2 - p1;
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float rad = mix(radius, radius2, (float(i) + pushT) / float(pathResolution));
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float dis = distance(stx * dimension, pushPoint * dimension);
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inf = 1. - smoothstep(rad - falloff, rad + falloff, dis);
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stx += (pushPoint - v_vTexcoord) * inf * _intRes * _pshRes;
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stx -= pushDir * inf * _intRes * pushT;
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}
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}
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gl_FragColor = texture2Dintp( gm_BaseTexture, stx );
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}
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