mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
128 lines
3.2 KiB
GLSL
128 lines
3.2 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main() {
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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#pragma use(sampler_simple)
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uniform int sampleMode;
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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 texture2D(texture, pos);
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if(sampleMode <= 1) return vec4(0.);
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else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
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else if(sampleMode == 3) return texture2D(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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define TAU 6.283185307179586
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uniform vec2 dimension;
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uniform vec2 scale;
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uniform vec2 shift;
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uniform int slope;
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uniform vec2 height;
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uniform int heightUseSurf;
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uniform sampler2D heightSurf;
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float bright(in vec4 col) { return (col.r + col.g + col.b) / 3. * col.a; }
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void main() {
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float hei = height.x;
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float heiMax = max(height.x, height.y);
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if(heightUseSurf == 1) {
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vec4 _vMap = texture2D( heightSurf, v_vTexcoord );
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hei = mix(height.x, height.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec2 pixelStep = 1. / dimension;
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vec4 col = texture2D(gm_BaseTexture, v_vTexcoord);
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vec4 col1;
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gl_FragColor = col;
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bool done = false;
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vec2 shiftPx = -shift / dimension;
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float b0 = bright(col);
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float shift_angle = atan(shiftPx.y, shiftPx.x);
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float shift_distance = length(shiftPx);
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float slope_distance = hei * b0;
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float max_distance = hei;
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if(b0 == 0.) return;
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float b1 = b0;
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float added_distance, _b1;
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vec2 shf, pxs;
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for(float i = 1.; i < heiMax; i++) {
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if(i >= hei) break;
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float base = 1.;
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float top = 0.;
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for(float j = 0.; j <= 512.; j++) {
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float ang = top / base * TAU;
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top += 2.;
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if(top >= base) {
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top = 1.;
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base *= 2.;
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}
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added_distance = 1. + cos(abs(shift_angle - ang)) * shift_distance;
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shf = vec2( cos(ang), sin(ang)) * (i * added_distance) / scale;
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pxs = v_vTexcoord + shf * pixelStep;
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col1 = sampleTexture( gm_BaseTexture, pxs );
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_b1 = bright(col1);
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if(_b1 < b1) {
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slope_distance = min(slope_distance, i);
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max_distance = min(max_distance, (b0 - _b1) * hei);
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b1 = min(b1, _b1);
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i = hei;
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break;
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}
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}
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}
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if(max_distance == 0.)
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gl_FragColor = vec4(vec3(b0), col.a);
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else {
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float mx = slope_distance / max_distance;
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if(slope == 1) mx = pow(mx, 3.) + 3. * mx * mx * (1. - mx);
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else if(slope == 2) mx = sqrt(1. - pow(mx - 1., 2.));
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mx = clamp(mx, 0., 1.);
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float prg = mix(b1, b0, mx);
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gl_FragColor = vec4(vec3(prg), col.a);
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}
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}
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