mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
68 lines
1.4 KiB
GLSL
68 lines
1.4 KiB
GLSL
//
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// Simple passthrough fragment shader
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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 float size;
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uniform vec2 dimension;
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uniform int useMask;
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uniform sampler2D mask;
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uniform int sampleMode;
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float sampleMask() {
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if(useMask == 0) return 1.;
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vec4 m = texture2D( mask, v_vTexcoord );
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return (m.r + m.g + m.b) / 3. * m.a;
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}
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vec4 sampleTexture(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(gm_BaseTexture, pos);
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if(sampleMode == 0)
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return vec4(0.);
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if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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return vec4(0.);
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}
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void main() {
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vec4 clr = vec4(0.);
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float totalWeight = 0.;
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vec2 texel = 1. / dimension;
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float realSize = size;
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realSize *= sampleMask();
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if(realSize < 1.) {
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gl_FragColor = sampleTexture( v_vTexcoord );
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return;
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} else if(realSize < 2.)
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realSize = 1.;
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float cel = ceil(realSize);
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float frac = fract(realSize);
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for( float i = -cel; i <= cel; i++ )
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for( float j = -cel; j <= cel; j++ ) {
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if(i + j >= cel * 2.) continue;
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vec4 sam = sampleTexture( v_vTexcoord + vec2(i, j) * texel );
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float wei = 1. - (abs(i) + abs(j)) / (realSize * 2.);
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wei *= clamp(abs(i + j - floor(realSize) * 2.), 0., 1.);
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totalWeight += wei;
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clr += sam * wei;
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}
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clr /= totalWeight;
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gl_FragColor = clr;
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}
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