mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 06:56:45 +01:00
146 lines
3.7 KiB
GLSL
146 lines
3.7 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 vec2 center;
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uniform vec2 dimension;
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uniform int sampleMode;
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uniform int gamma;
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uniform vec2 strength;
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uniform int strengthUseSurf;
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uniform sampler2D strengthSurf;
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#define ITERATION 64.
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#region /////////////// SAMPLING ///////////////
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const float PI = 3.14159265358979323846;
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uniform int interpolation;
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uniform vec2 sampleDimension;
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const int RSIN_RADIUS = 1;
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float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
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vec4 texture2D_bilinear( sampler2D texture, vec2 uv ) {
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uv = uv * sampleDimension - .5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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vec4 mixed = mix(
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mix(
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texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ),
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texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ),
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fuv.x
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),
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mix(
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texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ),
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texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ),
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fuv.x
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),
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fuv.y
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);
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mixed.rgb /= mixed.a;
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return mixed;
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}
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vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
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vec2 tx = 1.0 / sampleDimension;
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vec2 p = uv * sampleDimension - vec2(0.5);
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vec4 sum = vec4(0.0);
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float weights = 0.;
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for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
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for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
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float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS);
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if(a > 1.) continue;
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float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
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vec2 offset = vec2(float(x), float(y)) * tx;
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vec4 sample = texture2D_bilinear(texture, (p + offset + vec2(0.5)) / sampleDimension);
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sum += w * sample;
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weights += w;
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}
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return sum / weights;
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}
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vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
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uv = uv * sampleDimension + 0.5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
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uv = (uv - 0.5) / sampleDimension;
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return texture2D_bilinear( texture, uv );
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}
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vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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if(interpolation == 1) return texture2D_bilinear( texture, uv );
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else if(interpolation == 2) return texture2D_bicubic( texture, uv );
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else if(interpolation == 3) return texture2D_rsin( texture, uv );
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return texture2D( texture, uv );
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}
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#endregion /////////////// SAMPLING ///////////////
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vec4 sampleTexture(vec2 pos) { #region
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2Dintp(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 texture2Dintp(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2Dintp(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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} #endregion
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void main() {
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float str = strength.x;
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float strMax = max(strength.x, strength.y);
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if(strengthUseSurf == 1) {
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vec4 _vMap = texture2D( strengthSurf, v_vTexcoord );
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str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec2 pxPos = v_vTexcoord * dimension;
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vec2 pxCen = center * dimension;
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vec2 vecPc = pxPos - pxCen;
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float angle = atan(vecPc.y, vecPc.x);
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float dist = length(vecPc);
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vec4 clr = vec4(0.);
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float weight = 0.;
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float maxBright = 0.;
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for(float i = -strMax; i <= strMax; i++) {
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if(i < -str) continue;
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if(i > str) break;
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float ang = angle + i / 100.;
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vec4 col = sampleTexture((pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension);
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if(gamma == 1) col.rgb = pow(col.rgb, vec3(2.2));
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clr += col;
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weight += col.a;
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}
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vec4 res = clr / weight;
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if(gamma == 1) res.rgb = pow(res.rgb, vec3(1. / 2.2));
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gl_FragColor = res;
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}
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