mirror of
https://github.com/BinomialLLC/basis_universal.git
synced 2026-06-08 08:33:53 +00:00
98 lines
3.2 KiB
GLSL
98 lines
3.2 KiB
GLSL
#vertex
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aUV;
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uniform mat4 mvp;
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out vec2 vUV;
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void main() {
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vUV = aUV;
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gl_Position = mvp * vec4(aPos, 1.0);
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}
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#fragment
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#version 330 core
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uniform sampler2D tex;
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uniform vec4 texSize; // Base mip dimensions (mip 0)
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uniform vec4 const0; // User constant 0 (keys 1-4 toggle x,y,z,w)
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uniform vec4 const1; // User constant 1 (keys 5-8 toggle x,y,z,w)
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in vec2 vUV;
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out vec4 fragColor;
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void main()
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{
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vec2 blockSize = vec2(texSize.z, texSize.w);
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vec2 du = dFdx(vUV);
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vec2 dv = dFdy(vUV);
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float rho = max(length(du * texSize.xy), length(dv * texSize.xy));
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float lod = max(0.0, log2(max(rho, 1e-8))); // lod index
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float mipScale = exp2(floor(lod + .5)); // 2^lod mipmap scale, snaps to dominant mipmap
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vec2 texDim = vec2(texSize.x, texSize.y);
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vec2 texelStep = 1.0 / texDim;
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vec2 texelPos = (vUV * texDim) / mipScale;
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vec2 blockPos = mod(texelPos, blockSize);
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vec3 color;
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color = texture(tex, vUV).rgb;
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if (const0.x > 0.5)
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{
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float falloff = 2.0;
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float leftProx = 1.0 - clamp(blockPos.x / falloff, 0.0, 1.0);
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float rightProx = 1.0 - clamp((blockSize.x - 1.0 - blockPos.x) / falloff, 0.0, 1.0);
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float topProx = 1.0 - clamp(blockPos.y / falloff, 0.0, 1.0);
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float bottomProx = 1.0 - clamp((blockSize.y - 1.0 - blockPos.y) / falloff, 0.0, 1.0);
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float horizWeight = max(leftProx, rightProx);
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float vertWeight = max(topProx, bottomProx);
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float edgeWeight = max(horizWeight, vertWeight); // overall proximity
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vec3 c0 = color; //texture2D(tex, vUV).rgb;
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vec3 l2 = texture2D(tex, vUV - vec2(2 * texelStep.x * mipScale, 0.0)).rgb;
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vec3 l1 = texture2D(tex, vUV - vec2(texelStep.x * mipScale, 0.0)).rgb;
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vec3 r1 = texture2D(tex, vUV + vec2(texelStep.x * mipScale, 0.0)).rgb;
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vec3 r2 = texture2D(tex, vUV + vec2(2 * texelStep.x * mipScale, 0.0)).rgb;
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vec3 u2 = texture2D(tex, vUV - vec2(0.0, 2 * texelStep.y * mipScale)).rgb;
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vec3 u1 = texture2D(tex, vUV - vec2(0.0, texelStep.y * mipScale)).rgb;
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vec3 d1 = texture2D(tex, vUV + vec2(0.0, texelStep.y * mipScale)).rgb;
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vec3 d2 = texture2D(tex, vUV + vec2(0.0, 2 * texelStep.y * mipScale)).rgb;
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//vec3 filteredH = (l2 + 2 * l1 + 3 * c0 + 2 * r1 + r2) / 9.0;
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//vec3 filteredV = (u2 + 2 * u1 + 3 * c0 + 2 * d1 + d2) / 9.0;
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vec3 filteredH = (l2 + 2 * l1 + 2 * c0 + 2 * r1 + r2) / 8.0;
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vec3 filteredV = (u2 + 2 * u1 + 2 * c0 + 2 * d1 + d2) / 8.0;
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float smoothH = 1.0;
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float smoothV = 1.0;
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if (edgeWeight > 0.0)
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{
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vec3 horizColor = mix(c0, filteredH, smoothH * horizWeight);
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vec3 vertColor = mix(c0, filteredV, smoothV * vertWeight);
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float totalW = horizWeight + vertWeight;
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if (totalW > 0.0)
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color = (horizColor * horizWeight + vertColor * vertWeight) / totalW;
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}
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// block edge vis
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if (const0.y > 0.5)
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{
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color = vec3(edgeWeight, edgeWeight, edgeWeight);
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}
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}
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fragColor = vec4(color, 1.0);
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}
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