mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-29 16:36:16 +01:00
139 lines
3.8 KiB
GLSL
139 lines
3.8 KiB
GLSL
#pragma use(sampler)
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#region -- sampler -- [1730686036.7372286]
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uniform int interpolation;
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uniform vec2 sampleDimension;
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uniform int sampleMode;
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const float PI = 3.14159265358979323846;
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float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); }
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vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) {
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uv = uv * sampleDimension + 0.5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv);
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uv = (uv - 0.5) / sampleDimension;
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return texture2D( texture, uv );
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}
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const int RSIN_RADIUS = 1;
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vec4 texture2D_rsin( sampler2D texture, vec2 uv ) {
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vec2 tx = 1.0 / sampleDimension;
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vec2 p = uv * sampleDimension;
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vec4 col = vec4(0.);
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float wei = 0.;
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for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++)
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for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) {
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vec2 sx = vec2(float(x), float(y));
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float a = length(sx) / float(RSIN_RADIUS);
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// if(a > 1.) continue;
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vec4 sample = texture2D(texture, uv + sx * tx);
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float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y);
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col += w * sample;
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wei += w;
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}
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col /= wei;
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return col;
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}
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const int LANCZOS_RADIUS = 3;
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float lanczosWeight(float d, float n) { return d == 0.0 ? 1.0 : (d * d < n * n ? sinc(d) * sinc(d / n) : 0.0); }
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vec4 texture2D_lanczos3( sampler2D texture, vec2 uv ) {
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vec2 center = uv - (mod(uv * sampleDimension, 1.0) - 0.5) / sampleDimension;
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vec2 offset = (uv - center) * sampleDimension;
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vec2 tx = 1. / sampleDimension;
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vec4 col = vec4(0.);
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float wei = 0.;
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for(int x = -LANCZOS_RADIUS; x < LANCZOS_RADIUS; x++)
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for(int y = -LANCZOS_RADIUS; y < LANCZOS_RADIUS; y++) {
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float wx = lanczosWeight(float(x) - offset.x, float(LANCZOS_RADIUS));
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float wy = lanczosWeight(float(y) - offset.y, float(LANCZOS_RADIUS));
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float w = wx * wy;
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col += w * texture2D(texture, center + vec2(x, y) * tx);
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wei += w;
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}
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col /= wei;
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return col;
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}
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vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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if(interpolation <= 2) return texture2D( texture, uv );
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else if(interpolation == 3) return texture2D_bicubic( texture, uv );
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else if(interpolation == 4) return texture2D_lanczos3( texture, uv );
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return texture2D( texture, uv );
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}
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vec4 sampleTexture( sampler2D texture, vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2Dintp(texture, pos);
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if(sampleMode <= 1) return vec4(0.);
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else if(sampleMode == 2) return texture2Dintp(texture, clamp(pos, 0., 1.));
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else if(sampleMode == 3) return texture2Dintp(texture, fract(pos));
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else if(sampleMode == 4) return vec4(vec3(0.), 1.);
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return vec4(0.);
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}
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#endregion -- sampler --
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 center;
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uniform vec2 dimension;
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uniform int gamma;
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uniform int iteration;
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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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void main() {
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float str = strength.x;
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float strMax = max(strength.x, strength.y);
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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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vec2 pxPos = v_vTexcoord * dimension;
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vec2 pxCen = center * dimension;
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vec2 vecPc = pxPos - pxCen;
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float angle = atan(vecPc.y, vecPc.x);
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float dist = length(vecPc);
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vec4 clr = vec4(0.);
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float weight = 0.;
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float maxBright = 0.;
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for(float i = -strMax; i <= strMax; i++) {
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if(i < -str) continue;
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if(i > str) break;
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float ang = angle + i / 100.;
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vec4 col = sampleTexture( gm_BaseTexture, (pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension);
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if(gamma == 1) col.rgb = pow(col.rgb, vec3(2.2));
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clr += col;
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weight += col.a;
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}
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vec4 res = clr / weight;
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if(gamma == 1) res.rgb = pow(res.rgb, vec3(1. / 2.2));
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gl_FragColor = res;
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}
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