mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
87 lines
No EOL
2.1 KiB
GLSL
87 lines
No EOL
2.1 KiB
GLSL
#define PI 3.1415972
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#define SQRT2 0.70710678118
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform int patch;
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uniform int transform;
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uniform int reconstruct;
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uniform float phase;
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float DCTcoeff(vec2 k, vec2 x) { return cos(PI * k.x * x.x + phase) * cos(PI * k.y * x.y + phase); }
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float ZIGcoeff(vec2 k, vec2 x) {
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float a, b;
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float fx = fract(k.x * x.x + phase / PI / 2. + .5);
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a = fx < 0.5? fx * 2. : (1. - fx) * 2.;
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a = a * 2. - 1.;
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float fy = fract(k.y * x.y + phase / PI / 2. + .5);
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b = fy < 0.5? fy * 2. : (1. - fy) * 2.;
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b = b * 2. - 1.;
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return a * b;
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}
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float SMTcoeff(vec2 k, vec2 x) {
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float a, b;
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float fx = fract(k.x * x.x + phase / PI / 2. + .5);
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a = fx < 0.5? fx * 2. : (1. - fx) * 2.;
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a = smoothstep(0., 1., a);
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a = a * 2. - 1.;
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float fy = fract(k.y * x.y + phase / PI / 2. + .5);
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b = fy < 0.5? fy * 2. : (1. - fy) * 2.;
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b = smoothstep(0., 1., b);
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b = b * 2. - 1.;
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return a * b;
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}
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float STPcoeff(vec2 k, vec2 x) {
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float a, b;
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float sp = 1. / 2.;
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float _fx = fract(k.x * x.x + phase / PI / 2.);
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float fx = _fx >= 0.5 - sp && _fx <= 0.5 + sp? 0. : step(0.5, _fx);
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a = a * 2. - 1.;
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float _fy = fract(k.y * x.y + phase / PI / 2.);
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float fy = _fy >= 0.5 - sp && _fy <= 0.5 + sp? 0. : step(0.5, _fy);
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b = b * 2. - 1.;
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return a * b;
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}
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void main() {
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vec2 tx = dimension * v_vTexcoord;
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vec2 k = mod(tx, float(patch)) - .5;
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vec2 K = floor(tx - k);
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vec4 val = vec4(0.);
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for(int u = 0; u < reconstruct; ++u)
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for(int v = 0; v < reconstruct; ++v) {
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vec4 s = texture2D( gm_BaseTexture, (K + vec2(u, v) + .5) / dimension);
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float c = 0.;
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if(transform == 0) c = DCTcoeff(vec2(u, v), (k + .5) / float(patch));
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else if(transform == 1) c = ZIGcoeff(vec2(u, v), (k + .5) / float(patch));
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else if(transform == 2) c = SMTcoeff(vec2(u, v), (k + .5) / float(patch));
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else if(transform == 3) c = STPcoeff(vec2(u, v), (k + .5) / float(patch));
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c *= u == 0? SQRT2 : 1.;
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c *= v == 0? SQRT2 : 1.;
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val += s * c;
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}
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vec4 c = val / float(patch) * 2.;
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c.a = 1.;
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gl_FragColor = c;
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} |