mirror of
https://gitlab.com/skysthelimit.dev/selenite.git
synced 2025-06-18 19:42:07 -05:00
144 lines
4.8 KiB
GLSL
144 lines
4.8 KiB
GLSL
// Pixellate Shader
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// Copyright (c) 2011, 2012 Fes
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// Permission to use, copy, modify, and/or distribute this software for any
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// purpose with or without fee is hereby granted, provided that the above
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// copyright notice and this permission notice appear in all copies.
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// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
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// SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
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// IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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// (Fes gave their permission to have this shader distributed under this
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// licence in this forum post:
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// http://board.byuu.org/viewtopic.php?p=57295#p57295
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// Parameter lines go here:
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#pragma parameter INTERPOLATE_IN_LINEAR_GAMMA "Linear Gamma Weight" 1.0 0.0 1.0 1.0
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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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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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// vertex 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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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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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 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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#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 highp
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#else
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#define COMPAT_PRECISION
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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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// fragment 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 INTERPOLATE_IN_LINEAR_GAMMA;
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#else
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#define INTERPOLATE_IN_LINEAR_GAMMA 1.0
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#endif
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void main()
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{
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vec2 texelSize = SourceSize.zw;
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vec2 range = vec2(abs(InputSize.x / (outsize.x * SourceSize.x)), abs(InputSize.y / (outsize.y * SourceSize.y)));
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range = range / 2.0 * 0.999;
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float left = vTexCoord.x - range.x;
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float top = vTexCoord.y + range.y;
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float right = vTexCoord.x + range.x;
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float bottom = vTexCoord.y - range.y;
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vec3 topLeftColor = COMPAT_TEXTURE(Source, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize).rgb;
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vec3 bottomRightColor = COMPAT_TEXTURE(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb;
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vec3 bottomLeftColor = COMPAT_TEXTURE(Source, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize).rgb;
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vec3 topRightColor = COMPAT_TEXTURE(Source, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize).rgb;
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if (INTERPOLATE_IN_LINEAR_GAMMA > 0.5){
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topLeftColor = pow(topLeftColor, vec3(2.2));
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bottomRightColor = pow(bottomRightColor, vec3(2.2));
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bottomLeftColor = pow(bottomLeftColor, vec3(2.2));
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topRightColor = pow(topRightColor, vec3(2.2));
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}
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vec2 border = clamp(floor((vTexCoord / texelSize) + vec2(0.5)) * texelSize, vec2(left, bottom), vec2(right, top));
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float totalArea = 4.0 * range.x * range.y;
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vec3 averageColor;
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averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
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averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
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FragColor = (INTERPOLATE_IN_LINEAR_GAMMA > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0);
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}
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#endif
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