2024-06-11 17:51:55 +00:00
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// Pixellate Shader
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// Copyright (c) 2011, 2012 Fes
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// Permission to use, copy, modify, and/or distribute this software for any
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// purpose with or without fee is hereby granted, provided that the above
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// copyright notice and this permission notice appear in all copies.
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// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
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// SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
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// IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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// (Fes gave their permission to have this shader distributed under this
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// licence in this forum post:
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// http://board.byuu.org/viewtopic.php?p=57295#p57295
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Linear Gamma Weight
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OptionName = INTERPOLATE_IN_LINEAR_GAMMA
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[/configuration]
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*/
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void main()
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{
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vec2 vTexCoord = GetCoordinates();
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vec2 SourceSize = 1.0 / GetInvNativePixelSize();
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vec2 texelSize = 1.0 / SourceSize.xy;
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2024-06-15 14:02:30 +00:00
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vec2 OutputSize = GetWindowSize().xy;
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2024-06-11 17:51:55 +00:00
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vec2 range = vec2(abs(SourceSize.x / (OutputSize.x * SourceSize.x)), abs(SourceSize.y / (OutputSize.y * SourceSize.y)));
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range = range / 2.0 * 0.999;
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float left = vTexCoord.x - range.x;
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float top = vTexCoord.y + range.y;
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float right = vTexCoord.x + range.x;
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float bottom = vTexCoord.y - range.y;
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vec3 topLeftColor;
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vec3 bottomRightColor;
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vec3 bottomLeftColor;
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vec3 topRightColor;
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if (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5){
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topLeftColor = pow(SampleLocation((floor(vec2(left, top) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
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bottomRightColor = pow(SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
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bottomLeftColor = pow(SampleLocation((floor(vec2(left, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
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topRightColor = pow(SampleLocation((floor(vec2(right, top) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
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}else{
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topLeftColor = SampleLocation((floor(vec2(left, top) / texelSize) + vec2(0.5)) * texelSize).rgb;
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bottomRightColor = SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
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bottomLeftColor = SampleLocation((floor(vec2(left, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
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topRightColor = SampleLocation((floor(vec2(right, top) / texelSize) + vec2(0.5)) * texelSize).rgb;}
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vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
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float totalArea = 4.0 * range.x * range.y;
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vec3 averageColor;
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averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
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averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
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vec4 color = (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0);
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SetOutput(color);
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}
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