mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
138 lines
3.6 KiB
GLSL
138 lines
3.6 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
uniform int invert;
|
|
uniform int distMode;
|
|
uniform int swap;
|
|
uniform vec2 tile;
|
|
|
|
uniform vec2 blend;
|
|
uniform int blendUseSurf;
|
|
uniform sampler2D blendSurf;
|
|
uniform vec2 range;
|
|
|
|
#region /////////////// SAMPLING ///////////////
|
|
|
|
const float PI = 3.14159265358979323846;
|
|
uniform int interpolation;
|
|
uniform vec2 sampleDimension;
|
|
|
|
const int RSIN_RADIUS = 1;
|
|
|
|
float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
|
|
|
|
vec4 texture2D_bilinear( sampler2D texture, vec2 uv ) {
|
|
uv = uv * sampleDimension - .5;
|
|
vec2 iuv = floor( uv );
|
|
vec2 fuv = fract( uv );
|
|
|
|
vec4 mixed = mix(
|
|
mix(
|
|
texture2D( texture, (iuv + vec2(0., 0.)) / sampleDimension ),
|
|
texture2D( texture, (iuv + vec2(1., 0.)) / sampleDimension ),
|
|
fuv.x
|
|
),
|
|
mix(
|
|
texture2D( texture, (iuv + vec2(0., 1.)) / sampleDimension ),
|
|
texture2D( texture, (iuv + vec2(1., 1.)) / sampleDimension ),
|
|
fuv.x
|
|
),
|
|
fuv.y
|
|
);
|
|
|
|
mixed.rgb /= mixed.a;
|
|
|
|
return mixed;
|
|
}
|
|
|
|
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_bilinear(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_bilinear( texture, uv );
|
|
}
|
|
|
|
vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
|
|
if(interpolation == 1) return texture2D_bilinear( texture, uv );
|
|
else if(interpolation == 2) return texture2D_bicubic( texture, uv );
|
|
else if(interpolation == 3) return texture2D_rsin( texture, uv );
|
|
return texture2D( texture, uv );
|
|
}
|
|
|
|
#endregion /////////////// SAMPLING ///////////////
|
|
|
|
void main() {
|
|
vec2 center = vec2(0.5, 0.5);
|
|
vec2 coord;
|
|
vec2 til = tile/* * vec2(1., PI * 2.)*/;
|
|
vec2 _tile = swap == 1? til.yx : til;
|
|
|
|
float bld = blend.x;
|
|
if(blendUseSurf == 1) {
|
|
vec4 _vMap = texture2Dintp( blendSurf, v_vTexcoord );
|
|
bld = mix(blend.x, blend.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
|
|
float rad0 = radians(range.x);
|
|
float rad1 = radians(range.y);
|
|
float radr = (range.y - range.x) / 360.;
|
|
|
|
gl_FragColor = vec4(0.);
|
|
|
|
if(invert == 0) {
|
|
float dist = distance(v_vTexcoord, center) / (sqrt(2.) * .5);
|
|
if(distMode == 1) dist = sqrt(dist);
|
|
else if(distMode == 2) dist = log(dist);
|
|
|
|
vec2 cenPos = v_vTexcoord - center;
|
|
float angle = atan(cenPos.y, -cenPos.x) + PI;
|
|
|
|
angle = (angle - rad0) / radr;
|
|
if(angle < rad0 || angle > rad1) return;
|
|
|
|
angle /= PI * 2.;
|
|
coord = fract(vec2(dist, angle) * _tile);
|
|
|
|
} else if(invert == 1) {
|
|
float dist = v_vTexcoord.x * 0.5;
|
|
if(distMode == 1) dist = sqrt(dist);
|
|
else if(distMode == 2) dist = log(dist);
|
|
|
|
float angle = v_vTexcoord.y * PI * 2.;
|
|
|
|
angle = (angle - rad0) / radr;
|
|
if(angle < rad0 || angle > rad1) return;
|
|
|
|
coord = fract(center + vec2(cos(angle), sin(angle)) * dist * _tile);
|
|
}
|
|
|
|
if(swap == 1) coord.xy = coord.yx;
|
|
|
|
gl_FragColor = texture2Dintp( gm_BaseTexture, mix(v_vTexcoord, coord, bld) );
|
|
}
|