Pixel-Composer/shaders/sh_skew/sh_skew.fsh
2024-02-15 20:23:26 +07:00

97 lines
2.5 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 center;
uniform int axis;
uniform vec2 amount;
uniform int amountUseSurf;
uniform sampler2D amountSurf;
#region /////////////// SAMPLING ///////////////
const float PI = 3.14159265358979323846;
uniform int interpolation;
uniform vec2 sampleDimension;
uniform int sampleMode;
const int RSIN_RADIUS = 1;
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
vec2 tx = 1.0 / sampleDimension;
vec2 p = uv * sampleDimension - vec2(0.5);
vec4 sum = vec4(0.0);
float weights = 0.;
for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
if(a > 1.) continue;
float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
vec2 offset = vec2(float(x), float(y)) * tx;
vec4 sample = texture2D(texture, (p + offset + vec2(0.5)) / sampleDimension);
sum += w * sample;
weights += w;
}
return sum / weights;
}
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 );
}
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
if(interpolation == 2) return texture2D_bicubic( texture, uv );
else if(interpolation == 3) return texture2D_rsin( texture, uv );
return texture2D( texture, uv );
}
#endregion /////////////// SAMPLING ///////////////
vec4 sampleTexture(vec2 pos) { #region
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2Dintp(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
else if(sampleMode == 1)
return texture2Dintp(gm_BaseTexture, clamp(pos, 0., 1.));
else if(sampleMode == 2)
return texture2Dintp(gm_BaseTexture, fract(pos));
else if(sampleMode == 3)
return vec4(vec3(0.), 1.);
return vec4(0.);
} #endregion
void main() {
float amo = amount.x;
if(amountUseSurf == 1) {
vec4 _vMap = texture2Dintp( amountSurf, v_vTexcoord );
amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
vec2 pos = v_vTexcoord;
vec2 cnt = center / dimension;
if(axis == 0) pos.x += (pos.y - cnt.y) * amo;
else pos.y += (pos.x - cnt.x) * amo;
gl_FragColor = sampleTexture( pos );
}