Pixel-Composer/shaders/sh_blur_path/sh_blur_path.fsh
2024-06-22 17:09:44 +07:00

159 lines
3.9 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define MAX_POINTS 256
uniform vec2 dimension;
uniform int sampleMode;
uniform int resolution;
uniform int pointAmount;
uniform float points_x[MAX_POINTS];
uniform float points_y[MAX_POINTS];
uniform float intensity;
uniform float i_curve[64];
uniform int i_amount;
vec4 sample(vec2 pos) { #region
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
else if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
else if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
return vec4(0.);
} #endregion
float eval_curve_segment_t(in float _y0, in float ax0, in float ay0, in float bx1, in float by1, in float _y1, in float prog) {
return _y0 * pow(1. - prog, 3.) +
ay0 * 3. * pow(1. - prog, 2.) * prog +
by1 * 3. * (1. - prog) * pow(prog, 2.) +
_y1 * pow(prog, 3.);
}
float eval_curve_segment_x(in float _y0, in float ax0, in float ay0, in float bx1, in float by1, in float _y1, in float _x) {
float st = 0.;
float ed = 1.;
float _prec = 0.0001;
float _xt = _x;
int _binRep = 8;
if(_x <= 0.) return _y0;
if(_x >= 1.) return _y1;
if(_y0 == ay0 && _y0 == by1 && _y0 == _y1) return _y0;
for(int i = 0; i < _binRep; i++) {
float _ftx = 3. * pow(1. - _xt, 2.) * _xt * ax0
+ 3. * (1. - _xt) * pow(_xt, 2.) * bx1
+ pow(_xt, 3.);
if(abs(_ftx - _x) < _prec)
return eval_curve_segment_t(_y0, ax0, ay0, bx1, by1, _y1, _xt);
if(_xt < _x) st = _xt;
else ed = _xt;
_xt = (st + ed) / 2.;
}
int _newRep = 16;
for(int i = 0; i < _newRep; i++) {
float slope = ( 9. * ax0 - 9. * bx1 + 3.) * _xt * _xt
+ (-12. * ax0 + 6. * bx1) * _xt
+ 3. * ax0;
float _ftx = 3. * pow(1. - _xt, 2.) * _xt * ax0
+ 3. * (1. - _xt) * pow(_xt, 2.) * bx1
+ pow(_xt, 3.)
- _x;
_xt -= _ftx / slope;
if(abs(_ftx) < _prec)
break;
}
_xt = clamp(_xt, 0., 1.);
return eval_curve_segment_t(_y0, ax0, ay0, bx1, by1, _y1, _xt);
}
float curveEval(in float[64] curve, in int amo, in float _x) {
int _shf = amo - int(floor(float(amo) / 6.) * 6.);
int _segs = (amo - _shf) / 6 - 1;
float _shift = _shf > 0? curve[0] : 0.;
float _scale = _shf > 1? curve[1] : 1.;
_x = _x / _scale - _shift;
_x = clamp(_x, 0., 1.);
for( int i = 0; i < _segs; i++ ) {
int ind = _shf + i * 6;
float _x0 = curve[ind + 2];
float _y0 = curve[ind + 3];
//float bx0 = _x0 + curve[ind + 0];
//float by0 = _y0 + curve[ind + 1];
float ax0 = _x0 + curve[ind + 4];
float ay0 = _y0 + curve[ind + 5];
float _x1 = curve[ind + 6 + 2];
float _y1 = curve[ind + 6 + 3];
float bx1 = _x1 + curve[ind + 6 + 0];
float by1 = _y1 + curve[ind + 6 + 1];
//float ax1 = _x1 + curve[ind + 6 + 4];
//float ay1 = _y1 + curve[ind + 6 + 5];
if(_x < _x0) continue;
if(_x > _x1) continue;
return eval_curve_segment_x(_y0, ax0, ay0, bx1, by1, _y1, (_x - _x0) / (_x1 - _x0));
}
return curve[0];
}
void main() {
vec4 p = vec4(0.);
float a = 0.;
float x = float(pointAmount);
float sg = float(pointAmount) / float(resolution);
float ind, frc, pg, intn;
int i0, i1;
vec2 px, p0, p1;
vec4 ss;
for(float i = 0.; i < float(resolution); i++) {
ind = sg * i;
i0 = int(floor(ind));
i1 = i0 + 1;
frc = fract(ind);
px.x = v_vTexcoord.x - mix(points_x[i0], points_x[i1], frc);
px.y = v_vTexcoord.y - mix(points_y[i0], points_y[i1], frc);
ss = sample(px);
pg = i / x;
intn = curveEval(i_curve, i_amount, pg);
ss *= intn * intensity;
p += ss;
a += ss.a;
}
p.rgb /= a;
p.a /= x;
gl_FragColor = p;
}