74 lines
1.4 KiB
GLSL
74 lines
1.4 KiB
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float RAD;
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float CLR;
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float CWGHT;
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}params;
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#pragma parameterRAD¡2.00.012.00.25
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#pragma parameterCLR¡0.150.011.00.01
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#pragma parameterCWGHT¡0.250.02.00.05
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layout(std140) uniform UBO
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{
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mat4 MVP;
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}global;
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vec4 unit4 = vec4(1.0);
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int steps = int(ceil(params . RAD));
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float clr = - params . CLR * params . CLR;
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float sigma = params . RAD * params . RAD / 2.0;
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float cwght = 1.0 + params . CWGHT * max(1.0, 2.87029746 * sigma + 0.43165242 * params . RAD - 0.25219746);
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float domain[13]= float[13](1.0, exp(- 1.0 / sigma), exp(- 4.0 / sigma), exp(- 9.0 / sigma), exp(- 16.0 / sigma), exp(- 25.0 / sigma), exp(- 36.0 / sigma),
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exp(- 49.0 / sigma), exp(- 64.0 / sigma), exp(- 81.0 / sigma), exp(- 100.0 / sigma), exp(- 121.0 / sigma), exp(- 144.0 / sigma));
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float dist2(vec3 pt1, vec3 pt2)
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{
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vec3 v = pt1 - pt2;
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return dot(v, v);
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}
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vec4 weight(int i, int j, vec3 org, mat4x3 A)
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{
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return domain[i]* domain[j]* exp(vec4(dist2(org, A[0]), dist2(org, A[1]), dist2(org, A[2]), dist2(org, A[3]))/ clr);
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}
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 t1;
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void main()
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{
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gl_Position = global . MVP * Position;
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vTexCoord = TexCoord;
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t1 = params . SourceSize . zw;
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}
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