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