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2 Commits

  1. 220
      bip.fs
  2. 13
      bip.vs
  3. 0
      ellipse.fs
  4. 0
      ellipse.vs
  5. 0
      line.fs
  6. 0
      line.vs
  7. 0
      mainScene.fs
  8. 0
      mainScene.vs
  9. 0
      mline.fs
  10. 0
      mline.vs
  11. 13
      simple.fs
  12. 11
      simple.vs
  13. 0
      target.fs
  14. 0
      target.vs
  15. 0
      text.fs
  16. 0
      text.vs
  17. 0
      zoomgate.fs
  18. 0
      zoomgate.vs

220
bip.fs

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#version 330
in vec2 f_texCoord;
out vec4 fragColor;
uniform sampler2D tex;
uniform vec2 min_uv;
uniform vec2 max_uv;
float c_x0 = -1.0;
float c_x1 = 0.0;
float c_x2 = 1.0;
float c_x3 = 2.0;
//=======================================================================================
vec4 clampedSmaple(sampler2D tex, vec2 uv)
{
vec2 clmapedUv = clamp(uv, min_uv, max_uv);
return texture2D(tex, clmapedUv);
}
//=======================================================================================
vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t)
{
float t2 = t*t;
float t3 = t*t*t;
vec3 a = -A/2.0 + (3.0*B)/2.0 - (3.0*C)/2.0 + D/2.0;
vec3 b = A - (5.0*B)/2.0 + 2.0*C - D / 2.0;
vec3 c = -A/2.0 + C/2.0;
vec3 d = B;
return a*t3 + b*t2 + c*t + d;
}
//=======================================================================================
vec3 BicubicHermiteTextureSample (sampler2D sam, vec2 P, float textureSize)
{
float onePixel = (1.0 / textureSize);
float twoPixels = (2.0 / textureSize);
vec2 pixel = P * textureSize + 0.5;
vec2 frac = fract(pixel);
pixel = floor(pixel) / textureSize - vec2(onePixel/2.0);
vec3 C00 = clampedSmaple(sam, pixel + vec2(-onePixel ,-onePixel)).rgb;
vec3 C10 = clampedSmaple(sam, pixel + vec2( 0.0 ,-onePixel)).rgb;
vec3 C20 = clampedSmaple(sam, pixel + vec2( onePixel ,-onePixel)).rgb;
vec3 C30 = clampedSmaple(sam, pixel + vec2( twoPixels,-onePixel)).rgb;
vec3 C01 = clampedSmaple(sam, pixel + vec2(-onePixel , 0.0)).rgb;
vec3 C11 = clampedSmaple(sam, pixel + vec2( 0.0 , 0.0)).rgb;
vec3 C21 = clampedSmaple(sam, pixel + vec2( onePixel , 0.0)).rgb;
vec3 C31 = clampedSmaple(sam, pixel + vec2( twoPixels, 0.0)).rgb;
vec3 C02 = clampedSmaple(sam, pixel + vec2(-onePixel , onePixel)).rgb;
vec3 C12 = clampedSmaple(sam, pixel + vec2( 0.0 , onePixel)).rgb;
vec3 C22 = clampedSmaple(sam, pixel + vec2( onePixel , onePixel)).rgb;
vec3 C32 = clampedSmaple(sam, pixel + vec2( twoPixels, onePixel)).rgb;
vec3 C03 = clampedSmaple(sam, pixel + vec2(-onePixel , twoPixels)).rgb;
vec3 C13 = clampedSmaple(sam, pixel + vec2( 0.0 , twoPixels)).rgb;
vec3 C23 = clampedSmaple(sam, pixel + vec2( onePixel , twoPixels)).rgb;
vec3 C33 = clampedSmaple(sam, pixel + vec2( twoPixels, twoPixels)).rgb;
vec3 CP0X = CubicHermite(C00, C10, C20, C30, frac.x);
vec3 CP1X = CubicHermite(C01, C11, C21, C31, frac.x);
vec3 CP2X = CubicHermite(C02, C12, C22, C32, frac.x);
vec3 CP3X = CubicHermite(C03, C13, C23, C33, frac.x);
return CubicHermite(CP0X, CP1X, CP2X, CP3X, frac.y);
}
//=======================================================================================
vec3 CubicLagrange (vec3 A, vec3 B, vec3 C, vec3 D, float t)
{
return
A *
(
(t - c_x1) / (c_x0 - c_x1) *
(t - c_x2) / (c_x0 - c_x2) *
(t - c_x3) / (c_x0 - c_x3)
) +
B *
(
(t - c_x0) / (c_x1 - c_x0) *
(t - c_x2) / (c_x1 - c_x2) *
(t - c_x3) / (c_x1 - c_x3)
) +
C *
(
(t - c_x0) / (c_x2 - c_x0) *
(t - c_x1) / (c_x2 - c_x1) *
(t - c_x3) / (c_x2 - c_x3)
) +
D *
(
(t - c_x0) / (c_x3 - c_x0) *
(t - c_x1) / (c_x3 - c_x1) *
(t - c_x2) / (c_x3 - c_x2)
);
}
//=======================================================================================
vec3 BicubicLagrangeTextureSample (sampler2D sam, vec2 P, float textureSize)
{
float onePixel = (1.0 / textureSize);
float twoPixels = (2.0 / textureSize);
vec2 pixel = P * textureSize + 0.5;
vec2 frac = fract(pixel);
pixel = floor(pixel) / textureSize - vec2(onePixel/2.0);
vec3 C00 = clampedSmaple(sam, pixel + vec2(-onePixel ,-onePixel)).rgb;
vec3 C10 = clampedSmaple(sam, pixel + vec2( 0.0 ,-onePixel)).rgb;
vec3 C20 = clampedSmaple(sam, pixel + vec2( onePixel ,-onePixel)).rgb;
vec3 C30 = clampedSmaple(sam, pixel + vec2( twoPixels,-onePixel)).rgb;
vec3 C01 = clampedSmaple(sam, pixel + vec2(-onePixel , 0.0)).rgb;
vec3 C11 = clampedSmaple(sam, pixel + vec2( 0.0 , 0.0)).rgb;
vec3 C21 = clampedSmaple(sam, pixel + vec2( onePixel , 0.0)).rgb;
vec3 C31 = clampedSmaple(sam, pixel + vec2( twoPixels, 0.0)).rgb;
vec3 C02 = clampedSmaple(sam, pixel + vec2(-onePixel , onePixel)).rgb;
vec3 C12 = clampedSmaple(sam, pixel + vec2( 0.0 , onePixel)).rgb;
vec3 C22 = clampedSmaple(sam, pixel + vec2( onePixel , onePixel)).rgb;
vec3 C32 = clampedSmaple(sam, pixel + vec2( twoPixels, onePixel)).rgb;
vec3 C03 = clampedSmaple(sam, pixel + vec2(-onePixel , twoPixels)).rgb;
vec3 C13 = clampedSmaple(sam, pixel + vec2( 0.0 , twoPixels)).rgb;
vec3 C23 = clampedSmaple(sam, pixel + vec2( onePixel , twoPixels)).rgb;
vec3 C33 = clampedSmaple(sam, pixel + vec2( twoPixels, twoPixels)).rgb;
vec3 CP0X = CubicLagrange(C00, C10, C20, C30, frac.x);
vec3 CP1X = CubicLagrange(C01, C11, C21, C31, frac.x);
vec3 CP2X = CubicLagrange(C02, C12, C22, C32, frac.x);
vec3 CP3X = CubicLagrange(C03, C13, C23, C33, frac.x);
return CubicLagrange(CP0X, CP1X, CP2X, CP3X, frac.y);
}
//=======================================================================================
vec4 cubic(float v){
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0/6.0);
}
//=======================================================================================
vec4 textureBicubic(sampler2D sampler, vec2 texCoords){
vec2 texSize = textureSize(sampler, 0);
vec2 invTexSize = 1.0 / texSize;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = fract(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = clampedSmaple(sampler, offset.xz);
vec4 sample1 = clampedSmaple(sampler, offset.yz);
vec4 sample2 = clampedSmaple(sampler, offset.xw);
vec4 sample3 = clampedSmaple(sampler, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx), mix(sample1, sample0, sx)
, sy);
}
//=======================================================================================
vec4 textureNice( sampler2D sam, vec2 uv )
{
float textureResolution = float(textureSize(sam,0).x);
uv = uv*textureResolution + 0.5;
vec2 iuv = floor( uv );
vec2 fuv = fract( uv );
uv = iuv + fuv*fuv*(3.0-2.0*fuv);
uv = (uv - 0.5)/textureResolution;
return clampedSmaple( sam, uv );
}
void main(void)
{
// fragColor = textureBicubic(tex, f_texCoord.xy);
// fragColor = texture2D(tex, f_texCoord.xy);
// fragColor = textureNice(tex, f_texCoord.xy);
// vec3 color;
// float textureResolution = float(textureSize(tex,0).x);
// color = BicubicLagrangeTextureSample(tex, f_texCoord.xy, textureResolution);
// fragColor = vec4(color, 1.0);
vec3 color;
float textureResolution = float(textureSize(tex,0).x);
color = BicubicHermiteTextureSample(tex, f_texCoord.xy, textureResolution);
fragColor = vec4(color, 1.0);
//fragColor = vec4(0.5, 0.7, 0.6, 1);
}

13
bip.vs

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#version 330
in vec2 v_vertex;
in vec2 v_texCoord;
out vec2 f_texCoord;
uniform mat4 transform;
void main(void)
{
gl_Position = transform * vec4(v_vertex, 0.0, 1.0);
f_texCoord = v_texCoord;
}

0
ellipse.fs

0
ellipse.vs

0
line.fs

0
line.vs

0
mainScene.fs

0
mainScene.vs

0
mline.fs

0
mline.vs

13
simple.fs

@ -0,0 +1,13 @@
#version 330
in vec2 f_texCoord;
out vec4 fragColor;
uniform sampler2D tex;
void main(void)
{
fragColor = texture2D(tex, f_texCoord.xy);
// fragColor = vec4(0.5, 0.7, 0.6, 1);
}

11
simple.vs

@ -0,0 +1,11 @@
#version 330
layout(location = 0) in vec2 v_vertex;
layout(location = 1) in vec2 v_texCoord;
out vec2 f_texCoord;
void main(void)
{
gl_Position = vec4(v_vertex, 0.0, 1.0);
f_texCoord = v_texCoord;
}

0
target.fs

0
target.vs

0
text.fs

0
text.vs

0
zoomgate.fs

0
zoomgate.vs

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