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dot_mobile.frag
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/*
dot fragment shader
Original code by Themaister, released into the public domain
'Ported' (i.e. copy/paste) to PPSSPP format by jdgleaver
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.
*/
//=== Config
#define gamma 2.4 // "Dot Gamma" - default: 2.4, min: 0.0, max: 5.0, step: 0.05
#define shine 0.05 // "Dot Shine" - default: 0.05, min: 0.0, max: 0.5, step: 0.01
#define blend 0.65 // "Dot Blend" - default: 0.65, min: 0.0, max: 1.0, step: 0.01
//================
#ifdef GL_ES
//precision mediump float;
//precision mediump int;
// For android, use this instead...
precision highp float;
precision highp int;
#endif
//================
uniform sampler2D sampler0;
uniform vec2 u_texelDelta;
in vec2 r_texcoord;
out vec4 o_color;
//================
float dist(vec2 coord, vec2 source)
{
vec2 delta = coord - source;
return sqrt(dot(delta, delta));
}
float color_bloom(vec3 color)
{
const vec3 gray_coeff = vec3(0.30, 0.59, 0.11);
float bright = dot(color, gray_coeff);
return mix(1.0 + shine, 1.0 - shine, bright);
}
vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color)
{
vec2 offset = vec2(offset_x, offset_y);
float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5));
return color * exp(-gamma * delta * color_bloom(color));
}
//================
void main()
{
float dx = u_texelDelta.x;
float dy = u_texelDelta.y;
vec4 v_texcoord1 = vec4(r_texcoord + vec2(-dx, -dy), r_texcoord + vec2(0.0, -dy));
// c20_01
vec4 v_texcoord2 = vec4(r_texcoord + vec2(dx, -dy), r_texcoord + vec2(-dx, 0.0));
// c21_02
vec4 v_texcoord3 = vec4(r_texcoord + vec2(dx, 0.0), r_texcoord + vec2(-dx, dy));
// c12_22
vec4 v_texcoord4 = vec4(r_texcoord + vec2(0.0, dy), r_texcoord + vec2(dx, dy));
// c11
vec2 v_texcoord5 = r_texcoord;
// pixel_no
vec2 v_texcoord6 = r_texcoord * (1.0 / u_texelDelta.xy);
// pixel_no == v_texcoord6
vec3 mid_color = lookup(v_texcoord6, 0.0, 0.0, texture(sampler0, v_texcoord5).rgb); // c11
vec3 color = vec3(0.0, 0.0, 0.0);
color += lookup(v_texcoord6, -1.0, -1.0, texture(sampler0, v_texcoord1.xy).rgb); // c00_10
color += lookup(v_texcoord6, 0.0, -1.0, texture(sampler0, v_texcoord1.zw).rgb); // c00_10
color += lookup(v_texcoord6, 1.0, -1.0, texture(sampler0, v_texcoord2.xy).rgb); // c20_01
color += lookup(v_texcoord6, -1.0, 0.0, texture(sampler0, v_texcoord2.zw).rgb); // c20_01
color += mid_color;
color += lookup(v_texcoord6, 1.0, 0.0, texture(sampler0, v_texcoord3.xy).rgb); // c21_02
color += lookup(v_texcoord6, -1.0, 1.0, texture(sampler0, v_texcoord3.zw).rgb); // c21_02
color += lookup(v_texcoord6, 0.0, 1.0, texture(sampler0, v_texcoord4.xy).rgb); // c12_22
color += lookup(v_texcoord6, 1.0, 1.0, texture(sampler0, v_texcoord4.zw).rgb); // c12_22
vec3 out_color = mix(1.2 * mid_color, color, blend);
o_color = vec4(out_color, 1.0);
}