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https://gitlab.com/skysthelimit.dev/selenite.git
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131 lines
3.5 KiB
GLSL
131 lines
3.5 KiB
GLSL
/*
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Copyright (C) 2007 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#pragma parameter AAOFFSET2 "AA offset second pass" 0.5 0.25 2.0 0.05
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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// compatibility #defines
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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TEX0.xy = TexCoord.xy * 1.00001;
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}
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out COMPAT_PRECISION vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float AAOFFSET2;
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#else
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#define AAOFFSET2 0.5
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#endif
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void main()
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{
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vec2 texsize = SourceSize.xy;
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float dx = pow(texsize.x, -1.0) * AAOFFSET2;
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float dy = pow(texsize.y, -1.0) * AAOFFSET2;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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vec2 UL = vTexCoord.xy + vec2(-dx,-dy);
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vec2 UR = vTexCoord.xy + vec2(dx,-dy);
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vec2 DL = vTexCoord.xy + vec2(-dx, dy);
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vec2 DR = vTexCoord.xy + vec2(dx, dy);
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vec3 c00 = COMPAT_TEXTURE(Source, UL).xyz;
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vec3 c20 = COMPAT_TEXTURE(Source, UR).xyz;
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vec3 c02 = COMPAT_TEXTURE(Source, DL).xyz;
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vec3 c22 = COMPAT_TEXTURE(Source, DR).xyz;
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float m1=dot(abs(c00-c22),dt)+0.001;
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float m2=dot(abs(c02-c20),dt)+0.001;
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FragColor = vec4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2)),1.0);
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}
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#endif
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