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Merge pull request #2 from ErkMkd/main
Update to Harfang 3.2.2
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Original file line number | Diff line number | Diff line change |
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@@ -1,26 +1,35 @@ | ||
$input v_texcoord0 | ||
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// HARFANG(R) Copyright (C) 2022 Emmanuel Julien, NWNC HARFANG. Released under GPL/LGPL/Commercial Licence, see licence.txt for details. | ||
#include <forward_pipeline.sh> | ||
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SAMPLER2D(u_source, 0); | ||
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uniform vec4 u_source_rect; | ||
uniform vec4 u_params; | ||
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vec2 compute_texel(vec2 uv, vec2 center, vec4 bounds) { | ||
vec4 w = vec4(step(bounds.xy, uv), step(uv, bounds.zw)); | ||
return mix(center, uv, vec2(w.x*w.z, w.y*w.w)); | ||
} | ||
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void main() { | ||
vec2 uv = v_texcoord0.xy; | ||
vec4 offset = vec4(-1., 1., 1., 0.) / uResolution.xxyy; | ||
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vec4 t0 = texture2D(u_source, uv - offset.yz); | ||
vec4 t1 = texture2D(u_source, uv - offset.wz); | ||
vec4 t2 = texture2D(u_source, uv - offset.xz); | ||
vec2 center = (floor(v_texcoord0.xy * uResolution.xy) + vec2_splat(0.5)) / uResolution.xy; | ||
vec4 bounds = (floor(u_source_rect.xyzw) + vec4(1.,1.,-1.,-1.)) / uResolution.xyxy; | ||
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vec4 t0 = texture2D(u_source, compute_texel(uv - offset.yz, center, bounds)); // -1,-1 | ||
vec4 t1 = texture2D(u_source, compute_texel(uv - offset.wz, center, bounds)); // 0,-1 | ||
vec4 t2 = texture2D(u_source, compute_texel(uv - offset.xz, center, bounds)); // 1,-1 | ||
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vec4 t3 = texture2D(u_source, uv + offset.xw); | ||
vec4 t4 = texture2D(u_source, uv); | ||
vec4 t5 = texture2D(u_source, uv + offset.yw); | ||
vec4 t3 = texture2D(u_source, compute_texel(uv + offset.xw, center, bounds)); // -1, 0 | ||
vec4 t4 = texture2D(u_source, compute_texel(uv, center, bounds)); | ||
vec4 t5 = texture2D(u_source, compute_texel(uv + offset.yw, center, bounds)); // 1, 0 | ||
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vec4 t6 = texture2D(u_source, uv + offset.xz); | ||
vec4 t7 = texture2D(u_source, uv + offset.wz); | ||
vec4 t8 = texture2D(u_source, uv + offset.yz); | ||
vec4 t6 = texture2D(u_source, compute_texel(uv + offset.xz, center, bounds)); // -1, 1 | ||
vec4 t7 = texture2D(u_source, compute_texel(uv + offset.wz, center, bounds)); // 0, 1 | ||
vec4 t8 = texture2D(u_source, compute_texel(uv + offset.yz, center, bounds)); // 1, 1 | ||
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gl_FragColor = u_params.z * (t0 + t2 + t6 + t8 + 2. * (t1 + t3 + t5 + t7) + 4. * t4) / 16.; | ||
} |
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