mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 22:43:53 +01:00
122 lines
2.7 KiB
GLSL
122 lines
2.7 KiB
GLSL
varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float size;
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uniform float spread;
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uniform vec2 direction;
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uniform int directionUseSurf;
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uniform sampler2D directionSurf;
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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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uniform vec2 dimension;
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uniform int sampleMode;
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uniform int alpha;
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uniform int modulateStr;
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uniform int inv;
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uniform int blend;
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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 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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} #endregion
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vec4 smear(vec2 shift) {
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float delta = 1. / size;
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vec4 base = sampleTexture( v_vTexcoord );
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float mBri = (base.r + base.g + base.b) / 3. * base.a;
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vec4 res = base;
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vec4 col, rcol;
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float bright, rbright, dist = 0.;
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if(inv == 0) {
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for(float i = 0.; i <= 1.0; i += delta) {
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col = sampleTexture( v_vTexcoord - shift * i);
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if(modulateStr != 2) {
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if(alpha == 0) col.rgb *= 1. - i;
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else col.a *= 1. - i;
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}
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bright = (col.r + col.g + col.b) / 3. * col.a;
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if(bright > mBri) {
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mBri = bright;
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res = col;
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}
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}
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if(modulateStr == 1) {
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if(alpha == 0) res.rgb *= mBri;
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else res.a *= res.a;
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}
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} else if(inv == 1) {
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base = alpha == 0? vec4(0., 0., 0., 1.) : vec4(0.);
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mBri = 0.;
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res = base;
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for(float i = 0.; i <= 1.; i += delta) {
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col = sampleTexture( v_vTexcoord + shift * i);
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bright = (col.r + col.g + col.b) / 3. * col.a;
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if(bright == 0.) continue;
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if(i > bright) continue;
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if(modulateStr != 2) {
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if(alpha == 0) col.rgb *= i;
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else col.a *= i;
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}
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mBri = bright;
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res = alpha == 0? vec4(vec3(i), 1.) : vec4(vec3(1.), i);
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}
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}
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return res;
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}
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void main() {
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float str = strength.x;
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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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float dir = direction.x;
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if(directionUseSurf == 1) {
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vec4 _vMap = texture2D( directionSurf, v_vTexcoord );
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dir = mix(direction.x, direction.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec4 col = vec4(0.);
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for(float i = -spread; i <= spread; i++) {
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float r = radians(dir + 90. + i);
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vec2 dirr = vec2(sin(r), cos(r)) * str;
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vec4 smr = smear(dirr);
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if(blend == 0) col = max(col, smr);
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else if(blend == 1) col += smr;
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}
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gl_FragColor = col;
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} |