mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
98 lines
No EOL
2.4 KiB
GLSL
98 lines
No EOL
2.4 KiB
GLSL
#define PI 3.14159265358979323846
|
|
#define N 8
|
|
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
uniform int kernelSize;
|
|
uniform float hardness, sharpness, zeroCrossing;
|
|
|
|
void main() {
|
|
vec2 tx = 1. / dimension;
|
|
vec4 m[8];
|
|
vec3 s[8];
|
|
|
|
int kernelRadius = kernelSize / 2;
|
|
|
|
float zeta = 2.0 / float(kernelRadius);
|
|
//float zeta = _Zeta;
|
|
|
|
float sinZeroCross = sin(zeroCrossing);
|
|
float eta = (zeta + cos(zeroCrossing)) / (sinZeroCross * zeroCrossing);
|
|
|
|
for (int k = 0; k < N; ++k) {
|
|
m[k] = vec4(0.0);
|
|
s[k] = vec3(0.0);
|
|
}
|
|
|
|
for (int y = -kernelRadius; y <= kernelRadius; ++y)
|
|
for (int x = -kernelRadius; x <= kernelRadius; ++x) {
|
|
vec2 v = vec2(x, y) / float(kernelRadius);
|
|
vec3 c = texture2D(gm_BaseTexture, v_vTexcoord + vec2(x, y) * tx).rgb;
|
|
c = clamp(c, 0., 1.);
|
|
|
|
float sum = 0.;
|
|
float w[8];
|
|
float z, vxx, vyy;
|
|
|
|
/* Calculate Polynomial Weights */
|
|
vxx = zeta - eta * v.x * v.x;
|
|
vyy = zeta - eta * v.y * v.y;
|
|
z = max(0., v.y + vxx);
|
|
w[0] = z * z;
|
|
sum += w[0];
|
|
|
|
z = max(0., -v.x + vyy);
|
|
w[2] = z * z;
|
|
sum += w[2];
|
|
|
|
z = max(0., -v.y + vxx);
|
|
w[4] = z * z;
|
|
sum += w[4];
|
|
|
|
z = max(0., v.x + vyy);
|
|
w[6] = z * z;
|
|
sum += w[6];
|
|
|
|
v = sqrt(2.0) / 2.0 * vec2(v.x - v.y, v.x + v.y);
|
|
vxx = zeta - eta * v.x * v.x;
|
|
vyy = zeta - eta * v.y * v.y;
|
|
z = max(0., v.y + vxx);
|
|
w[1] = z * z;
|
|
sum += w[1];
|
|
|
|
z = max(0., -v.x + vyy);
|
|
w[3] = z * z;
|
|
sum += w[3];
|
|
|
|
z = max(0., -v.y + vxx);
|
|
w[5] = z * z;
|
|
sum += w[5];
|
|
|
|
z = max(0., v.x + vyy);
|
|
w[7] = z * z;
|
|
sum += w[7];
|
|
|
|
float g = exp(-3.125 * dot(v,v)) / sum;
|
|
|
|
for (int k = 0; k < 8; ++k) {
|
|
float wk = w[k] * g;
|
|
m[k] += vec4(c * wk, wk);
|
|
s[k] += c * c * wk;
|
|
}
|
|
}
|
|
|
|
vec4 outp = vec4(0.);
|
|
for (int k = 0; k < N; ++k) {
|
|
m[k].rgb /= m[k].w;
|
|
s[k] = abs(s[k] / m[k].w - m[k].rgb * m[k].rgb);
|
|
|
|
float sigma2 = s[k].r + s[k].g + s[k].b;
|
|
float w = 1.0 / (1.0 + pow(hardness * 1000.0 * sigma2, 0.5 * sharpness));
|
|
|
|
outp += vec4(m[k].rgb * w, w);
|
|
}
|
|
|
|
gl_FragColor = clamp(outp / outp.w, 0., 1.);
|
|
} |