Pixel-Composer/build/Windows/0/cache/sh_local_analyze.shader

90 lines
2.4 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
#pragma use(sampler_simple)
uniform int sampleMode;
vec4 sampleTexture( sampler2D texture, vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(texture, pos);
if(sampleMode <= 1) return vec4(0.);
else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
else if(sampleMode == 3) return texture2D(texture, fract(pos));
else if(sampleMode == 4) return vec4(vec3(0.), 1.);
return vec4(0.);
}
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int algorithm;
uniform int shape;
uniform float size;
float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }
void main() {
vec2 tex = 1. / dimension;
vec4 acc = vec4(0.);
vec4 maxx = vec4(0.), minn = vec4(1.);
float weight = 0., _w;
vec4 col = sampleTexture( gm_BaseTexture, v_vTexcoord );
for(float i = -size; i <= size; i++)
for(float j = -size; j <= size; j++) {
if(shape == 1 && i * i + j * j > size * size)
continue;
if(shape == 2 && abs(i) + abs(j) > size)
continue;
if(shape == 0)
_w = min(size - abs(i), size - abs(j));
else if(shape == 1)
_w = size - length(vec2(i, j));
else if(shape == 2)
_w = size - (abs(i) + abs(j));
vec4 col = sampleTexture( gm_BaseTexture, v_vTexcoord + vec2(i, j) * tex );
if(algorithm == 0) {
acc += col;
weight++;
} else if(algorithm == 1) {
maxx = max(maxx, col);
} else if(algorithm == 2) {
minn = min(minn, col);
}
}
if(algorithm == 0)
gl_FragColor = acc / weight;
else if(algorithm == 1)
gl_FragColor = maxx;
else if(algorithm == 2)
gl_FragColor = minn;
}