Pixel-Composer/shaders/sh_normal/sh_normal.fsh

57 lines
1.7 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float height;
uniform float smooth;
uniform int normal;
uniform int swapx;
float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }
void main() {
vec2 tx = 1. / dimension;
vec4 c = texture2D(gm_BaseTexture, v_vTexcoord);
float siz = 1. + smooth;
float col = bright(c);
float h0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + tx * vec2(-1., 0.) * siz));
float h1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + tx * vec2( 1., 0.) * siz));
float v0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + tx * vec2( 0., -1.) * siz));
float v1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + tx * vec2( 0., 1.) * siz));
vec2 _n;
if(smooth > 0.) {
float d0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + tx * vec2( 1., -1.) * siz));
float d1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + tx * vec2(-1., -1.) * siz));
float d2 = bright(texture2D(gm_BaseTexture, v_vTexcoord + tx * vec2(-1., 1.) * siz));
float d3 = bright(texture2D(gm_BaseTexture, v_vTexcoord + tx * vec2( 1., 1.) * siz));
_n = (vec2(h1 - col, 0.)
+ vec2(col - h0, 0.)
+ vec2(0., v1 - col)
+ vec2(0., col - v0)
+ vec2(d0 - col, col - d0) / sqrt(2.)
+ vec2(col - d1, col - d1) / sqrt(2.)
+ vec2(col - d2, d2 - col) / sqrt(2.)
+ vec2(d3 - col, d3 - col) / sqrt(2.)
) / (2. + 2. * sqrt(2.));
} else {
_n = (vec2(h1 - col, 0.)
+ vec2(col - h0, 0.)
+ vec2(0., v1 - col)
+ vec2(0., col - v0)
) / 2.;
}
if(swapx == 1) _n.x = -_n.x;
_n = _n * height;
vec3 n3 = vec3(_n, 1.);
if(normal == 1) n3 = normalize(n3);
gl_FragColor = vec4(.5 + n3 * .5, c.a);
}