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https://gitlab.com/skysthelimit.dev/selenite.git
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136 lines
3.1 KiB
GLSL
136 lines
3.1 KiB
GLSL
#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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precision COMPAT_PRECISION float;
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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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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 mediump
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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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// 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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void weights(out vec4 x, out vec4 y, vec2 t)
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{
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vec2 t2 = t * t;
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vec2 t3 = t2 * t;
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vec4 xs = vec4(1.0, t.x, t2.x, t3.x);
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vec4 ys = vec4(1.0, t.y, t2.y, t3.y);
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const vec4 p0 = vec4(+0.0, -0.5, +1.0, -0.5);
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const vec4 p1 = vec4(+1.0, 0.0, -2.5, +1.5);
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const vec4 p2 = vec4(+0.0, +0.5, +2.0, -1.5);
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const vec4 p3 = vec4(+0.0, 0.0, -0.5, +0.5);
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x = vec4(dot(xs, p0), dot(xs, p1), dot(xs, p2), dot(xs, p3));
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y = vec4(dot(ys, p0), dot(ys, p1), dot(ys, p2), dot(ys, p3));
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}
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void main()
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{
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vec2 uv = vTexCoord * SourceSize.xy - 0.5;
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vec2 texel = floor(uv);
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vec2 tex = (texel + 0.5) * SourceSize.zw;
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vec2 phase = uv - texel;
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#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
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vec4 x;
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vec4 y;
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weights(x, y, phase);
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vec3 color;
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vec4 row = x * y.x;
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color = TEX(-1, -1) * row.x;
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color += TEX(+0, -1) * row.y;
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color += TEX(+1, -1) * row.z;
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color += TEX(+2, -1) * row.w;
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row = x * y.y;
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color += TEX(-1, +0) * row.x;
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color += TEX(+0, +0) * row.y;
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color += TEX(+1, +0) * row.z;
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color += TEX(+2, +0) * row.w;
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row = x * y.z;
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color += TEX(-1, +1) * row.x;
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color += TEX(+0, +1) * row.y;
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color += TEX(+1, +1) * row.z;
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color += TEX(+2, +1) * row.w;
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row = x * y.w;
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color += TEX(-1, +2) * row.x;
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color += TEX(+0, +2) * row.y;
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color += TEX(+1, +2) * row.z;
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color += TEX(+2, +2) * row.w;
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FragColor = vec4(color, 1.0);
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}
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#endif
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