Pixel-Composer/shaders/sh_liquefy_push/sh_liquefy_push.fsh
2024-11-04 12:08:06 +07:00

162 lines
4.7 KiB
GLSL

#pragma use(sampler)
#region -- sampler -- [1730686036.7372286]
uniform int interpolation;
uniform vec2 sampleDimension;
uniform int sampleMode;
const float PI = 3.14159265358979323846;
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
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( texture, uv );
}
const int RSIN_RADIUS = 1;
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
vec2 tx = 1.0 / sampleDimension;
vec2 p = uv * sampleDimension;
vec4 col = vec4(0.);
float wei = 0.;
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
vec2 sx = vec2(float(x), float(y));
float a = length(sx) / float(RSIN_RADIUS);
// if(a > 1.) continue;
vec4 sample = texture2D(texture, uv + sx * tx);
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
col += w * sample;
wei += w;
}
col /= wei;
return col;
}
const int LANCZOS_RADIUS = 3;
float lanczosWeight(float d, float n) { return d == 0.0 ? 1.0 : (d * d < n * n ? sinc(d) * sinc(d / n) : 0.0); }
vec4 texture2D_lanczos3( sampler2D texture, vec2 uv ) {
vec2 center = uv - (mod(uv * sampleDimension, 1.0) - 0.5) / sampleDimension;
vec2 offset = (uv - center) * sampleDimension;
vec2 tx = 1. / sampleDimension;
vec4 col = vec4(0.);
float wei = 0.;
for(int x = -LANCZOS_RADIUS; x < LANCZOS_RADIUS; x++)
for(int y = -LANCZOS_RADIUS; y < LANCZOS_RADIUS; y++) {
float wx = lanczosWeight(float(x) - offset.x, float(LANCZOS_RADIUS));
float wy = lanczosWeight(float(y) - offset.y, float(LANCZOS_RADIUS));
float w = wx * wy;
col += w * texture2D(texture, center + vec2(x, y) * tx);
wei += w;
}
col /= wei;
return col;
}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
if(interpolation <= 2) return texture2D( texture, uv );
else if(interpolation == 3) return texture2D_bicubic( texture, uv );
else if(interpolation == 4) return texture2D_lanczos3( texture, uv );
return texture2D( texture, uv );
}
vec4 sampleTexture( sampler2D texture, vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2Dintp(texture, pos);
if(sampleMode <= 1) return vec4(0.);
else if(sampleMode == 2) return texture2Dintp(texture, clamp(pos, 0., 1.));
else if(sampleMode == 3) return texture2Dintp(texture, fract(pos));
else if(sampleMode == 4) return vec4(vec3(0.), 1.);
return vec4(0.);
}
#endregion -- sampler --
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 pos1;
uniform vec2 pos2;
uniform int usePath;
uniform int pathResolution;
uniform vec2 pathList[1024];
uniform float radius;
uniform float radius2;
uniform float intensity;
uniform float falloff;
uniform float pushIntens;
vec2 closestPointOnLine(vec2 P, vec2 A, vec2 B, out float t) {
vec2 AP = P - A;
vec2 AB = B - A;
t = dot(AP, AB) / dot(AB, AB);
t = clamp(t, 0.0, 1.0);
return A + t * AB;
}
void main() {
vec2 tx = 1. / dimension;
vec2 pushPoint = vec2(0.);
vec2 pushDir = vec2(0.);
float pushT = 0.;
float inf = 0.;
vec2 stx = v_vTexcoord;
vec2 p1, p2;
if(usePath == 0) {
p1 = pos1 * tx;
p2 = pos2 * tx;
pushDir = p2 - p1;
pushPoint = closestPointOnLine(v_vTexcoord, p1, p2, pushT);
float dis = distance(v_vTexcoord * dimension, pushPoint * dimension);
float rad = mix(radius, radius2, pushT);
inf = 1. - smoothstep(rad - falloff, rad + falloff, dis);
stx -= (pushPoint - stx) * inf * intensity * pushIntens;
stx -= pushDir * inf * intensity * pushT;
} else {
float minDist = 9999.;
float _intRes = intensity;
float _pshRes = pushIntens / float(pathResolution);
vec2 cpc;
for(int i = pathResolution - 2; i >= 0; i--) {
p1 = pathList[i] * tx;
p2 = pathList[i + 1] * tx;
cpc = closestPointOnLine(stx, p1, p2, pushT);
pushPoint = cpc;
pushDir = p2 - p1;
float rad = mix(radius, radius2, (float(i) + pushT) / float(pathResolution));
float dis = distance(stx * dimension, pushPoint * dimension);
inf = 1. - smoothstep(rad - falloff, rad + falloff, dis);
stx += (pushPoint - v_vTexcoord) * inf * _intRes * _pshRes;
stx -= pushDir * inf * _intRes * pushT;
}
}
gl_FragColor = texture2Dintp( gm_BaseTexture, stx );
}