glsl-shaders/misc/deposterize-pass0.glsl
2017-10-16 21:08:58 -05:00

153 lines
3.8 KiB
GLSL

/*
Hyllian's Deposterize Shader - Pass0
Copyright (C) 2011/2016 Hyllian/Jararaca - sergiogdb@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Parameter lines go here:
#pragma parameter EQ_THRESH1 "Eq Limit Horizontal" 0.01 0.0 1.0 0.01
#pragma parameter DIFF_THRESH1 "Diff Limit Horizontal" 0.06 0.0 1.0 0.01
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 t1;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy * 1.0001;
vec2 ps = vec2(SourceSize.zw);
float dx = ps.x;
float dy = ps.y;
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 t1;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float EQ_THRESH1;
uniform COMPAT_PRECISION float DIFF_THRESH1;
#else
#define EQ_THRESH1 0.01
#define DIFF_THRESH1 0.06
#endif
#define EQ EQ_THRESH1
#define DF DIFF_THRESH1
vec3 df3(vec3 c1, vec3 c2)
{
return abs(c1 - c2);
}
bvec3 eq3(vec3 A, vec3 B)
{
return lessThanEqual(df3(A, B) , vec3(EQ));
}
void main()
{
vec3 res;
vec3 D = COMPAT_TEXTURE(Source, t1.xw).rgb;
vec3 E = COMPAT_TEXTURE(Source, t1.yw).rgb;
vec3 F = COMPAT_TEXTURE(Source, t1.zw).rgb;
bvec3 test1 = eq3(D, F);
bvec3 test2 = eq3(D, E);
bvec3 test3 = eq3(E, F);
bvec3 test4 = lessThanEqual(df3(E, F) , vec3(DF, DF, DF));
bvec3 test5 = lessThanEqual(df3(D, E) , vec3(DF, DF, DF));
res = ((test1 == bvec3(false)) && ((test4 == bvec3(true)) && (test2 == bvec3(true)) || (test5 == bvec3(true)) && (test3 == bvec3(true)))) ? 0.5*(D+F) : E;
FragColor = vec4(res, 1.0);
}
#endif