mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
90 lines
2.4 KiB
GLSL
90 lines
2.4 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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{
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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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uniform vec2 dimension;
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uniform int algorithm;
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uniform int shape;
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uniform float size;
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float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }
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void main() {
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vec2 tex = 1. / dimension;
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vec4 acc = vec4(0.);
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vec4 maxx = vec4(0.), minn = vec4(1.);
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float weight = 0., _w;
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vec4 col = sampleTexture( gm_BaseTexture, v_vTexcoord );
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for(float i = -size; i <= size; i++)
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for(float j = -size; j <= size; j++) {
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if(shape == 1 && i * i + j * j > size * size)
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continue;
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if(shape == 2 && abs(i) + abs(j) > size)
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continue;
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if(shape == 0)
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_w = min(size - abs(i), size - abs(j));
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else if(shape == 1)
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_w = size - length(vec2(i, j));
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else if(shape == 2)
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_w = size - (abs(i) + abs(j));
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vec4 col = sampleTexture( gm_BaseTexture, v_vTexcoord + vec2(i, j) * tex );
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if(algorithm == 0) {
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acc += col;
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weight++;
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} else if(algorithm == 1) {
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maxx = max(maxx, col);
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} else if(algorithm == 2) {
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minn = min(minn, col);
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}
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}
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if(algorithm == 0)
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gl_FragColor = acc / weight;
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else if(algorithm == 1)
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gl_FragColor = maxx;
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else if(algorithm == 2)
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gl_FragColor = minn;
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}
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