mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-14 06:05:16 +01:00
177 lines
4.7 KiB
GLSL
177 lines
4.7 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)
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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 <= 2) return texture2D( texture, uv );
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else if(interpolation == 3) return texture2D_bicubic( texture, uv );
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else if(interpolation == 4) 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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 t1;
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uniform vec2 t2;
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uniform vec2 t3;
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uniform vec2 t4;
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mat3 m_inverse(mat3 m) {
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22 * a11 - a12 * a21;
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float b11 = -a22 * a10 + a12 * a20;
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float b21 = a21 * a10 - a11 * a20;
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float det = a00 * b01 + a01 * b11 + a02 * b21;
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return mat3(b01, (-a22 * a01 + a02 * a21), ( a12 * a01 - a02 * a11),
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b11, ( a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
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b21, (-a21 * a00 + a01 * a20), ( a11 * a00 - a01 * a10)) / det;
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}
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mat3 computeHomography() {
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float x0 = 0., y0 = 0.;
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float x1 = 1., y1 = 0.;
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float x2 = 0., y2 = 1.;
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float x3 = 1., y3 = 1.;
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float u0 = t1.x, v0 = t1.y;
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float u1 = t2.x, v1 = t2.y;
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float u2 = t3.x, v2 = t3.y;
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float u3 = t4.x, v3 = t4.y;
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mat3 A = mat3(
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x0, y0, 1.0,
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x1, y1, 1.0,
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x2, y2, 1.0
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);
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vec3 b1 = vec3(u0, u1, u2);
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vec3 b2 = vec3(v0, v1, v2);
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vec3 h1 = m_inverse(A) * b1;
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vec3 h2 = m_inverse(A) * b2;
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mat3 H = mat3(
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h1.x, h1.y, h1.z,
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h2.x, h2.y, h2.z,
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0.0, 0.0, 1.0
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);
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return H;
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}
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void main() {
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mat3 H = computeHomography();
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vec3 warpedCoord = H * vec3(v_vTexcoord, 1.0);
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vec2 finalCoord = warpedCoord.xy / warpedCoord.z;
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gl_FragColor = texture2D(gm_BaseTexture, finalCoord);
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}
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