mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
86 lines
2.3 KiB
GLSL
86 lines
2.3 KiB
GLSL
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform sampler2D map;
|
|
|
|
#region /////////////// SAMPLING ///////////////
|
|
const float PI = 3.14159265358979323846;
|
|
uniform int interpolation;
|
|
uniform vec2 sampleDimension;
|
|
|
|
const int RSIN_RADIUS = 1;
|
|
|
|
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
|
|
|
|
vec4 texture2D_bilinear( sampler2D texture, vec2 uv ) {
|
|
uv = uv * sampleDimension - .5;
|
|
vec2 iuv = floor( uv );
|
|
vec2 fuv = fract( uv );
|
|
|
|
vec4 mixed = mix(
|
|
mix(
|
|
texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ),
|
|
texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ),
|
|
fuv.x
|
|
),
|
|
mix(
|
|
texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ),
|
|
texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ),
|
|
fuv.x
|
|
),
|
|
fuv.y
|
|
);
|
|
|
|
mixed.rgb /= mixed.a;
|
|
|
|
return mixed;
|
|
}
|
|
|
|
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
|
|
vec2 tx = 1.0 / sampleDimension;
|
|
vec2 p = uv * sampleDimension - vec2(0.5);
|
|
|
|
vec4 sum = vec4(0.0);
|
|
float weights = 0.;
|
|
|
|
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
|
|
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
|
|
float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
|
|
if(a > 1.) continue;
|
|
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
|
|
vec2 offset = vec2(float(x), float(y)) * tx;
|
|
vec4 sample = texture2D_bilinear(texture, (p + offset + vec2(0.5)) / sampleDimension);
|
|
sum += w * sample;
|
|
weights += w;
|
|
}
|
|
|
|
return sum / weights;
|
|
}
|
|
|
|
vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
|
|
uv = uv * sampleDimension + 0.5;
|
|
vec2 iuv = floor( uv );
|
|
vec2 fuv = fract( uv );
|
|
uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
|
|
uv = (uv - 0.5) / sampleDimension;
|
|
return texture2D_bilinear( texture, uv );
|
|
}
|
|
|
|
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
|
|
if(interpolation == 1) return texture2D_bilinear( texture, uv );
|
|
else if(interpolation == 2) return texture2D_bicubic( texture, uv );
|
|
else if(interpolation == 3) return texture2D_rsin( texture, uv );
|
|
return texture2D( texture, uv );
|
|
}
|
|
|
|
#endregion
|
|
|
|
void main() {
|
|
vec4 map = texture2Dintp( map, v_vTexcoord );
|
|
vec2 pos = map.rg;
|
|
|
|
vec4 samp = texture2Dintp( gm_BaseTexture, 1. - vec2(1. - pos.x, pos.y) );
|
|
samp.a *= map.a;
|
|
|
|
gl_FragColor = samp;
|
|
}
|