mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
151 lines
3.9 KiB
GLSL
151 lines
3.9 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 dimension;
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uniform int filter;
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uniform int sampleMode;
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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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const mat3 sobel = mat3( -1., -2., -1.,
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0., 0., 0.,
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1., 2., 1);
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const mat3 prewit = mat3( -1., -1., -1.,
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0., 0., 0.,
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1., 1., 1);
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const mat3 laplac = mat3( 1., 1., 1.,
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1., -8., 1.,
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1., 1., 1);
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const mat3 laplac_r0 = mat3( 0., 1., 0.,
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0., -1., 0.,
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0., 0., 0);
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const mat3 laplac_r1 = mat3( 0., 0., 0.,
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0., -1., 1.,
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0., 0., 0);
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const mat3 laplac_r2 = mat3( 0., 0., 0.,
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0., -1., 0.,
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0., 1., 0);
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const mat3 laplac_r3 = mat3( 0., 0., 0.,
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1., -1., 0.,
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0., 0., 0);
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const mat3 laplac_r4 = mat3( 1., 0., 0.,
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0., -1., 0.,
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0., 0., 0);
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const mat3 laplac_r5 = mat3( 0., 0., 1.,
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0., -1., 0.,
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0., 0., 0);
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const mat3 laplac_r6 = mat3( 0., 0., 0.,
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0., -1., 0.,
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0., 0., 1);
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const mat3 laplac_r7 = mat3( 0., 0., 0.,
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0., -1., 0.,
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1., 0., 0);
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#define TAU 6.283185307179586
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float bright(in vec4 col) {
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return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a;
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}
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void main() {
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vec2 texel = vec2(1.) / dimension;
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vec4 point = sampleTexture( v_vTexcoord );
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vec4 hColor = vec4(0.);
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vec4 vColor = vec4(0.);
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if(filter == 3) {
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vec4 hColor0 = vec4(0.);
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vec4 hColor1 = vec4(0.);
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vec4 hColor2 = vec4(0.);
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vec4 hColor3 = vec4(0.);
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vec4 hColor4 = vec4(0.);
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vec4 hColor5 = vec4(0.);
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vec4 hColor6 = vec4(0.);
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vec4 hColor7 = vec4(0.);
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for(float i = -1.; i <= 1.; i++)
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for(float j = -1.; j <= 1.; j++) {
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vec2 pxs = v_vTexcoord + vec2(texel.x * i, texel.y * j);
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pxs = clamp(pxs, vec2(0.), vec2(1.));
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int ii = int(1. + i);
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int jj = int(1. + j);
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vec4 sam = sampleTexture( pxs );
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hColor0 += sam * laplac_r0[jj][ii];
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//hColor1 += sam * laplac_r1[jj][ii];
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//hColor2 += sam * laplac_r2[jj][ii];
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hColor3 += sam * laplac_r3[jj][ii];
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hColor4 += sam * laplac_r4[jj][ii];
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//hColor5 += sam * laplac_r5[jj][ii];
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//hColor6 += sam * laplac_r6[jj][ii];
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//hColor7 += sam * laplac_r7[jj][ii];
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}
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hColor0 = abs(hColor0);
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hColor1 = abs(hColor1);
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hColor2 = abs(hColor2);
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hColor3 = abs(hColor3);
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hColor4 = abs(hColor4);
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hColor5 = abs(hColor5);
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hColor6 = abs(hColor6);
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hColor7 = abs(hColor7);
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hColor = max(max(max(hColor0, hColor1), max(hColor2, hColor3)),
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max(max(hColor4, hColor5), max(hColor6, hColor7)));
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} else {
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for(float i = -1.; i <= 1.; i++)
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for(float j = -1.; j <= 1.; j++) {
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vec2 pxs = v_vTexcoord + vec2(texel.x * i, texel.y * j);
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pxs = clamp(pxs, vec2(0.), vec2(1.));
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int ii = int(1. + i);
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int jj = int(1. + j);
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if(filter == 0) {
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hColor += sampleTexture( pxs ) * sobel[jj][ii];
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vColor += sampleTexture( pxs ) * sobel[ii][jj];
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} else if(filter == 1) {
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hColor += sampleTexture( pxs ) * prewit[jj][ii];
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vColor += sampleTexture( pxs ) * prewit[ii][jj];
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} else if(filter == 2) {
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hColor += sampleTexture( pxs ) * laplac[jj][ii];
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}
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}
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}
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if(filter == 0)
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gl_FragColor = vec4(vec3(distance(hColor / 4., vColor / 4.)), point.a);
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else if(filter == 1)
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gl_FragColor = vec4(vec3(distance(hColor / 3., vColor / 3.)), point.a);
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else if(filter == 2)
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gl_FragColor = vec4(hColor.rgb / 2., point.a);
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else if(filter == 3)
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gl_FragColor = vec4(abs(hColor.rgb), point.a);
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}
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