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Toshihiro Shimizu |
890ddd |
#ifdef GL_ES
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Toshihiro Shimizu |
890ddd |
precision mediump float;
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Toshihiro Shimizu |
890ddd |
#endif
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
uniform mat3 worldToOutput;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
uniform sampler2D inputImage[1];
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Toshihiro Shimizu |
890ddd |
uniform mat3 outputToInput[1];
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
mat3 worldToInput = outputToInput[0] * worldToOutput;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
uniform float threshold;
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Toshihiro Shimizu |
890ddd |
uniform float brightness;
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Toshihiro Shimizu |
890ddd |
uniform float radius;
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Toshihiro Shimizu |
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uniform float angle;
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Toshihiro Shimizu |
890ddd |
uniform float halo;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; }
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float scale = sqrt(abs(det(worldToOutput)));
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float angle_ = radians(angle);
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Toshihiro Shimizu |
890ddd |
float sin_ = sin(angle_);
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Toshihiro Shimizu |
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float cos_ = cos(angle_);
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Toshihiro Shimizu |
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float threshold_ = 1.0 - 0.01 * threshold;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float rad_ = radius * scale;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
const vec3 lVec = vec3(0.298980712, 0.587036132, 0.113983154);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
#define STEPS_PER_PIXEL 4.0
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
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float stepsCount = ceil(STEPS_PER_PIXEL * rad_);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float halo_ = 0.01 * (halo + 1.0) * stepsCount;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float rayWeight(float s)
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Toshihiro Shimizu |
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{
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Toshihiro Shimizu |
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s /= halo_;
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Toshihiro Shimizu |
890ddd |
return clamp(1.0 - s * s, 0.0, 1.0);
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Toshihiro Shimizu |
890ddd |
}
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
vec4 lightValue(const vec2 texCoord)
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Toshihiro Shimizu |
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{
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Toshihiro Shimizu |
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vec4 col = texture2D(inputImage[0], texCoord);
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Toshihiro Shimizu |
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float l = dot(lVec, col.rgb);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
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return smoothstep(threshold_, 1.0, l) * col;
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Toshihiro Shimizu |
890ddd |
}
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
bool filterLine(inout vec4 col, const vec2 p, const vec2 dx, float s_y)
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Toshihiro Shimizu |
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{
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Toshihiro Shimizu |
890ddd |
float rw = rayWeight(s_y);
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Toshihiro Shimizu |
890ddd |
if(rw == 0.0)
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Toshihiro Shimizu |
890ddd |
return false;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float dw = max(1.0 - s_y / stepsCount, 0.0);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
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col += dw * rw * lightValue(p);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
vec2 s = vec2(0.0, s_y);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
for(s.x = 1.0; s.x < stepsCount; s.x += 1.0)
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Toshihiro Shimizu |
890ddd |
{
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Toshihiro Shimizu |
890ddd |
dw = max(1.0 - length(s) / stepsCount, 0.0);
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Toshihiro Shimizu |
890ddd |
col += rw * dw * (
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Toshihiro Shimizu |
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lightValue(p + s.x * dx) +
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Toshihiro Shimizu |
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lightValue(p - s.x * dx));
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Toshihiro Shimizu |
890ddd |
}
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
return true;
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Toshihiro Shimizu |
890ddd |
}
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
void main( void )
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Toshihiro Shimizu |
890ddd |
{
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Toshihiro Shimizu |
890ddd |
vec2 texCoord = (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float step = radius / stepsCount;
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Toshihiro Shimizu |
890ddd |
mat2 transf =
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Toshihiro Shimizu |
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mat2((worldToInput * vec3(1.0, 0.0, 0.0)).xy,
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Toshihiro Shimizu |
890ddd |
(worldToInput * vec3(0.0, 1.0, 0.0)).xy) * // worldToInput without translational part
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Toshihiro Shimizu |
890ddd |
mat2(cos_, sin_, -sin_, cos_) * // angle shift by uniform parameter
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Toshihiro Shimizu |
890ddd |
step; // [-stepsCount,stepsCount]^2 to [-radius, radius]^2
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
// Filter lines in the 2 orthogonal directions
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Toshihiro Shimizu |
890ddd |
vec4 addCol = vec4(0.0);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
// Horizontal
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Toshihiro Shimizu |
890ddd |
filterLine(addCol, texCoord, transf[0], 0.0);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
for(float s = 1.0; s < stepsCount; s += 1.0)
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Toshihiro Shimizu |
890ddd |
{
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Toshihiro Shimizu |
890ddd |
if(!filterLine(addCol, texCoord + s * transf[1], transf[0], s))
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Toshihiro Shimizu |
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break;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
filterLine(addCol, texCoord - s * transf[1], transf[0], s);
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Toshihiro Shimizu |
890ddd |
}
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
// Vertical
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Toshihiro Shimizu |
890ddd |
filterLine(addCol, texCoord, transf[1], 0.0);
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
for(float s = 1.0; s < stepsCount; s += 1.0)
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Toshihiro Shimizu |
890ddd |
{
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Toshihiro Shimizu |
890ddd |
if(!filterLine(addCol, texCoord + s * transf[0], transf[1], s))
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Toshihiro Shimizu |
890ddd |
break;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
filterLine(addCol, texCoord - s * transf[0], transf[1], s);
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Toshihiro Shimizu |
890ddd |
}
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
float weight = stepsCount * STEPS_PER_PIXEL;
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Toshihiro Shimizu |
890ddd |
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Toshihiro Shimizu |
890ddd |
vec4 col = texture2D(inputImage[0], texCoord);
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Toshihiro Shimizu |
890ddd |
gl_FragColor = col + addCol * (brightness / weight);
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Toshihiro Shimizu |
890ddd |
}
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