mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
233 lines
6.2 KiB
GLSL
233 lines
6.2 KiB
GLSL
varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define TAU 6.283185307179586
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uniform vec2 dimension;
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uniform int profile;
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uniform vec2 borderStart;
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uniform int borderStartUseSurf;
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uniform sampler2D borderStartSurf;
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uniform vec2 borderSize;
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uniform int borderSizeUseSurf;
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uniform sampler2D borderSizeSurf;
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uniform vec4 borderColor;
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uniform int side;
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uniform int crop_border;
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uniform int is_aa;
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uniform int is_blend;
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uniform int filter[9];
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uniform vec2 blend_alpha;
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uniform int blend_alphaUseSurf;
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uniform sampler2D blend_alphaSurf;
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uniform int sampleMode;
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uniform int outline_only;
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uniform int highRes;
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vec2 round(in vec2 v) {
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v.x = fract(v.x) > 0.5? ceil(v.x) : floor(v.x);
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v.y = fract(v.y) > 0.5? ceil(v.y) : floor(v.y);
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return v;
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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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else if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3)
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return vec4(vec3(0.), 1.);
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return vec4(0.);
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}
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vec4 blendColor(vec4 base, vec4 colr, float alpha) {
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float blend = base.a + colr.a * alpha * (1. - base.a);
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vec4 col = (colr * alpha + base * base.a * ( 1. - alpha )) / blend;
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col.a = base.a + colr.a * alpha;
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return col;
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}
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bool angleFiltered(float angle) {
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float _dg = mod((degrees(angle) + 360. + ((side == 0)? 180. : 0.)), 360.);
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int _ind = 0;
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if(_dg <= 22.5 + 45. * 0.) _ind = 3;
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else if(_dg <= 22.5 + 45. * 1.) _ind = 0;
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else if(_dg <= 22.5 + 45. * 2.) _ind = 1;
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else if(_dg <= 22.5 + 45. * 3.) _ind = 2;
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else if(_dg <= 22.5 + 45. * 4.) _ind = 5;
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else if(_dg <= 22.5 + 45. * 5.) _ind = 8;
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else if(_dg <= 22.5 + 45. * 6.) _ind = 7;
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else if(_dg <= 22.5 + 45. * 7.) _ind = 6;
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else _ind = 3;
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return filter[_ind] == 0;
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}
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bool isOutline = false;
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bool closetCollected = false;
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vec4 closetColor = vec4(0.);
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float closetDistance = 99999.;
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void checkPixel(vec2 px, vec2 p) {
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vec2 txs = p / dimension;
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vec2 pxs = floor(p) + 0.5;
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if(side == 0 && crop_border == 1 && (txs.x < 0. || txs.x > 1. || txs.y < 0. || txs.y > 1.)) return;
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vec4 sam = sampleTexture( txs );
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if(side == 0 && sam.a > 0.) return; //inside border, skip if current pixel is filled
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if(side == 1 && sam.a < 1.) return; //outside border, skip if current pixel is empty
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isOutline = true;
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float dist = 0.;
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if(profile == 0) dist = distance(px, pxs);
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else if(profile == 1) dist = max(abs(px.x - pxs.x), abs(px.y - pxs.y));
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else if(profile == 2) dist = abs(px.x - pxs.x) + abs(px.y - pxs.y);
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if(dist < closetDistance) {
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closetDistance = dist;
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closetColor = sam;
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}
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}
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void main() {
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#region params
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float bStr = borderStart.x;
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if(borderStartUseSurf == 1) {
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vec4 _vMap = texture2D( borderStartSurf, v_vTexcoord );
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bStr = mix(borderStart.x, borderStart.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float bSiz = borderSize.x;
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if(borderSizeUseSurf == 1) {
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vec4 _vMap = texture2D( borderSizeSurf, v_vTexcoord );
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bSiz = mix(borderSize.x, borderSize.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float bld = blend_alpha.x;
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if(blend_alphaUseSurf == 1) {
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vec4 _vMap = texture2D( blend_alphaSurf, v_vTexcoord );
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bld = mix(blend_alpha.x, blend_alpha.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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#endregion
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vec2 pixelPosition = v_vTexcoord * dimension;
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vec4 baseColor = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 col = outline_only == 0? baseColor : vec4(0.);
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gl_FragColor = col;
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#region filter out filled ot empty pixel
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bool isBorder = false;
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if(side == 0) isBorder = baseColor.a > 0.;
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else if(side == 1) isBorder = baseColor.a < 1.;
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if(!isBorder) {
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gl_FragColor = col;
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return;
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}
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#endregion
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if(bSiz + bStr > 0.) {
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float itr = bStr + bSiz + float(is_aa);
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if(profile == 0) {
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float atr = highRes == 1? 256. : 64.;
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for(float i = 1.; i <= itr; i++) {
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float base = 1.;
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float top = 0.;
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for(float j = 0.; j <= atr; j++) {
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float ang = top / base * TAU;
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top += 2.;
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if(top >= base) {
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top = 1.;
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base *= 2.;
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}
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if(angleFiltered(ang)) continue;
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vec2 pxs = pixelPosition + vec2( cos(ang), sin(ang)) * i;
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checkPixel(pixelPosition, pxs);
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}
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}
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} else if(profile == 1) {
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for(float i = -itr; i <= itr; i++)
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for(float j = -itr; j <= itr; j++) {
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if(i == 0. && j == 0.) continue;
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checkPixel(pixelPosition, pixelPosition + vec2(j, i));
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}
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} else if(profile == 2) {
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for(float i = 1.; i <= itr; i++) {
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for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition + vec2( j, i - j)); }
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for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition - vec2( j, i - j)); }
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for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition + vec2(-j, i - j)); }
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for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition - vec2(-j, i - j)); }
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}
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}
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} else {
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closetDistance = 0.;
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float tauDiv = TAU / 4.;
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for(float j = 0.; j < 4.; j++) {
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float ang = j * tauDiv;
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if(angleFiltered(ang)) continue;
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vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) ) / dimension;
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if(side == 0 && crop_border == 1 && (pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.)) continue;
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vec4 sam = sampleTexture( pxs );
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if((side == 0 && sam.a == 0.) || (side == 1 && sam.a > 0.)) {
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isOutline = true;
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if(!closetCollected) {
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closetCollected = true;
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closetColor = sam;
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}
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break;
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}
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}
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}
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if(!isOutline) return;
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float _aa = 1.;
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if(is_aa == 1) _aa = min(smoothstep(bSiz + bStr + 1., bSiz + bStr, closetDistance), smoothstep(bStr - 1., bStr, closetDistance));
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else _aa = min(step(-(bSiz + bStr + 0.5), -closetDistance), step(bStr - 0.5, closetDistance));
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if(_aa == 0.) return;
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if(is_blend == 0) col = blendColor(baseColor, borderColor, _aa);
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else {
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col = blendColor(side == 0? baseColor : closetColor, borderColor, _aa * bld);
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col.a = _aa;
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}
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gl_FragColor = col;
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} |