mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
95 lines
2.4 KiB
GLSL
95 lines
2.4 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 center;
|
|
uniform int sampleMode;
|
|
uniform int blurMode;
|
|
uniform int gamma;
|
|
|
|
uniform vec2 strength;
|
|
uniform int strengthUseSurf;
|
|
uniform sampler2D strengthSurf;
|
|
|
|
uniform int useMask;
|
|
uniform sampler2D mask;
|
|
|
|
#region ==== PARAM DRIVER ====
|
|
#define PARAM_COUNT 1
|
|
uniform int parameter_active[PARAM_COUNT];
|
|
uniform sampler2D parameters;
|
|
|
|
float sampleParameter(in int index, in float def) {
|
|
if(parameter_active[index] == 0) return def;
|
|
float row = floor(float(index) / 4.);
|
|
vec2 coord = (v_vTexcoord + vec2(float(index) - row * 4., row)) * 0.25;
|
|
vec4 col = texture2D( parameters, coord );
|
|
|
|
float _val = col.r;
|
|
float _min = col.g * 256. - 128.;
|
|
float _max = col.b * 256. - 128.;
|
|
|
|
return mix(_min, _max, _val);
|
|
}
|
|
#endregion
|
|
|
|
float sampleMask() { #region
|
|
if(useMask == 0) return 1.;
|
|
vec4 m = texture2D( mask, v_vTexcoord );
|
|
return (m.r + m.g + m.b) / 3. * m.a;
|
|
} #endregion
|
|
|
|
vec4 sampleTexture(vec2 pos) { #region
|
|
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
|
|
return texture2D(gm_BaseTexture, pos);
|
|
|
|
if(sampleMode == 0)
|
|
return vec4(0.);
|
|
|
|
else if(sampleMode == 1)
|
|
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
|
|
|
|
else if(sampleMode == 2)
|
|
return texture2D(gm_BaseTexture, fract(pos));
|
|
|
|
else if(sampleMode == 3)
|
|
return vec4(vec3(0.), 1.);
|
|
|
|
return vec4(0.);
|
|
} #endregion
|
|
|
|
void main() { #region
|
|
float str = strength.x;
|
|
if(strengthUseSurf == 1) {
|
|
vec4 _vMap = texture2D( strengthSurf, v_vTexcoord );
|
|
str = mix(strength.x, strength.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
|
|
vec2 uv = v_vTexcoord - center;
|
|
|
|
float _str = sampleParameter(0, str) * sampleMask();
|
|
float nsamples = 64.;
|
|
float scale_factor = _str * (1. / (nsamples * 2. - 1.));
|
|
vec4 color = vec4(0.0);
|
|
float blrStart = 0.;
|
|
|
|
if(blurMode == 0) blrStart = 0.;
|
|
else if(blurMode == 1) blrStart = -nsamples;
|
|
else if(blurMode == 2) blrStart = -nsamples * 2. - 1.;
|
|
|
|
for(float i = 0.; i < nsamples * 2. + 1.; i++) {
|
|
float scale = 1.0 + ((blrStart + i) * scale_factor);
|
|
vec2 pos = uv * scale + center;
|
|
|
|
vec4 col = sampleTexture(pos);
|
|
if(gamma == 1) col.rgb = pow(col.rgb, vec3(2.2));
|
|
color += col;
|
|
}
|
|
|
|
color /= nsamples * 2. + 1.;
|
|
if(gamma == 1) color.rgb = pow(color.rgb, vec3(1. / 2.2));
|
|
|
|
gl_FragColor = color;
|
|
} #endregion |