97 lines
3.9 KiB
GLSL
97 lines
3.9 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#pragma include "render_pipeline_base.inc.glsl"
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uniform int sourceMip;
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uniform sampler2D SourceTex;
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uniform writeonly image2D RESTRICT DestTex;
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void main() {
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ivec2 int_coord = ivec2(gl_FragCoord.xy);
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vec2 parent_tex_size = vec2(textureSize(SourceTex, sourceMip).xy);
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vec2 texel_size = 1.0 / parent_tex_size;
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// Compute the floating point coordinate pointing to the exact center of the
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// parent texel center
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vec2 flt_coord = vec2(int_coord + 0.5) / parent_tex_size * 2.0;
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// Filter the image, see:
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// http://fs5.directupload.net/images/151213/qfnexcls.png
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vec3 center_sample = textureLod(SourceTex, flt_coord, sourceMip).xyz;
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// inner samples (marked red)
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vec3 sample_r_tl = textureLod(
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SourceTex, flt_coord + vec2(-1, 1) * texel_size, sourceMip).xyz;
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vec3 sample_r_tr = textureLod(
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SourceTex, flt_coord + vec2(1, 1) * texel_size, sourceMip).xyz;
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vec3 sample_r_bl = textureLod(
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SourceTex, flt_coord + vec2(-1, -1) * texel_size, sourceMip).xyz;
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vec3 sample_r_br = textureLod(
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SourceTex, flt_coord + vec2(1, -1) * texel_size, sourceMip).xyz;
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// corner samples
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vec3 sample_t = textureLod(
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SourceTex, flt_coord + vec2(0, 2) * texel_size, sourceMip).xyz;
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vec3 sample_r = textureLod(
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SourceTex, flt_coord + vec2(2, 0) * texel_size, sourceMip).xyz;
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vec3 sample_b = textureLod(
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SourceTex, flt_coord + vec2(0, -2) * texel_size, sourceMip).xyz;
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vec3 sample_l = textureLod(
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SourceTex, flt_coord + vec2(-2, 0) * texel_size, sourceMip).xyz;
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// edge samples
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vec3 sample_tl = textureLod(
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SourceTex, flt_coord + vec2(-2, 2) * texel_size, sourceMip).xyz;
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vec3 sample_tr = textureLod(
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SourceTex, flt_coord + vec2(2, 2) * texel_size, sourceMip).xyz;
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vec3 sample_bl = textureLod(
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SourceTex, flt_coord + vec2(-2, -2) * texel_size, sourceMip).xyz;
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vec3 sample_br = textureLod(
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SourceTex, flt_coord + vec2(2, -2) * texel_size, sourceMip).xyz;
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vec3 kernel_sum_red = sample_r_tl + sample_r_tr + sample_r_bl + sample_r_br;
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vec3 kernel_sum_yellow = sample_tl + sample_t + sample_l + center_sample;
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vec3 kernel_sum_green = sample_tr + sample_t + sample_r + center_sample;
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vec3 kernel_sum_purple = sample_bl + sample_b + sample_l + center_sample;
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vec3 kernel_sum_blue = sample_br + sample_b + sample_r + center_sample;
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vec3 summed_kernel = kernel_sum_red * 0.5 + kernel_sum_yellow * 0.125 +
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kernel_sum_green * 0.125 + kernel_sum_purple * 0.125 +
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kernel_sum_blue * 0.125;
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// since every sub-kernel has 4 samples, normalize that
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summed_kernel /= 4.0;
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// Decay
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// summed_kernel *= 0.92;
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summed_kernel *= 1.3;
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imageStore(DestTex, ivec2(gl_FragCoord.xy), vec4(summed_kernel, 0));
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}
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