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| 1 | +// version directive if necessary |
| 2 | + |
| 3 | +// blendSoftlight |
| 4 | +// based on: |
| 5 | +// https://github.com/jamieowen/glsl-blend for blendSoftlight |
| 6 | + |
| 7 | +#pragma parameter OverlayMix "Overlay Mix" 1.0 0.0 1.0 0.05 |
| 8 | +#pragma parameter SCALE "Box Scale" 0.6667 0.6667 1.5 0.33333 |
| 9 | +#pragma parameter OUT_X "Out X" 1600.0 1600.0 4800.0 8000.0 |
| 10 | +#pragma parameter OUT_Y "Out Y" 800.0 800.0 2400.0 400.0 |
| 11 | + |
| 12 | +#if defined(VERTEX) |
| 13 | + |
| 14 | +#if __VERSION__ >= 130 |
| 15 | +#define COMPAT_VARYING out |
| 16 | +#define COMPAT_ATTRIBUTE in |
| 17 | +#define COMPAT_TEXTURE texture |
| 18 | +#else |
| 19 | +#define COMPAT_VARYING varying |
| 20 | +#define COMPAT_ATTRIBUTE attribute |
| 21 | +#define COMPAT_TEXTURE texture2D |
| 22 | +#endif |
| 23 | + |
| 24 | +#ifdef GL_ES |
| 25 | +#define COMPAT_PRECISION mediump |
| 26 | +#else |
| 27 | +#define COMPAT_PRECISION |
| 28 | +#endif |
| 29 | + |
| 30 | +COMPAT_ATTRIBUTE vec4 VertexCoord; |
| 31 | +COMPAT_ATTRIBUTE vec4 COLOR; |
| 32 | +COMPAT_ATTRIBUTE vec4 TexCoord; |
| 33 | +COMPAT_VARYING vec4 COL0; |
| 34 | +COMPAT_VARYING vec4 TEX0; |
| 35 | + |
| 36 | +vec4 _oPosition1; |
| 37 | +uniform mat4 MVPMatrix; |
| 38 | +uniform COMPAT_PRECISION int FrameDirection; |
| 39 | +uniform COMPAT_PRECISION int FrameCount; |
| 40 | +uniform COMPAT_PRECISION vec2 OutputSize; |
| 41 | +uniform COMPAT_PRECISION vec2 TextureSize; |
| 42 | +uniform COMPAT_PRECISION vec2 InputSize; |
| 43 | + |
| 44 | +// compatibility #defines |
| 45 | +#define vTexCoord TEX0.xy |
| 46 | +#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize |
| 47 | +#define OutSize vec4(OutputSize, 1.0 / OutputSize) |
| 48 | + |
| 49 | +#ifdef PARAMETER_UNIFORM |
| 50 | +// All parameter floats need to have COMPAT_PRECISION in front of them |
| 51 | +uniform COMPAT_PRECISION float SCALE; |
| 52 | +uniform COMPAT_PRECISION float OUT_X; |
| 53 | +uniform COMPAT_PRECISION float OUT_Y; |
| 54 | +#else |
| 55 | +#define SCALE 0.66667 |
| 56 | +#define OUT_X 1600.0 |
| 57 | +#define OUT_Y 800.0 |
| 58 | +#endif |
| 59 | + |
| 60 | +void main() |
| 61 | +{ |
| 62 | + gl_Position = MVPMatrix * VertexCoord; |
| 63 | + vec2 scale = (OutputSize.xy / InputSize.xy) / SCALE; |
| 64 | + vec2 middle = vec2(0.5, 0.5) * InputSize.xy / TextureSize.xy; |
| 65 | + vec2 diff = TexCoord.xy - middle; |
| 66 | + TEX0.xy = middle + diff * scale; |
| 67 | +} |
| 68 | + |
| 69 | +#elif defined(FRAGMENT) |
| 70 | + |
| 71 | +#ifdef GL_ES |
| 72 | +#ifdef GL_FRAGMENT_PRECISION_HIGH |
| 73 | +precision highp float; |
| 74 | +#else |
| 75 | +precision mediump float; |
| 76 | +#endif |
| 77 | +#define COMPAT_PRECISION mediump |
| 78 | +#else |
| 79 | +#define COMPAT_PRECISION |
| 80 | +#endif |
| 81 | + |
| 82 | +#if __VERSION__ >= 130 |
| 83 | +#define COMPAT_VARYING in |
| 84 | +#define COMPAT_TEXTURE texture |
| 85 | +out COMPAT_PRECISION vec4 FragColor; |
| 86 | +#else |
| 87 | +#define COMPAT_VARYING varying |
| 88 | +#define FragColor gl_FragColor |
| 89 | +#define COMPAT_TEXTURE texture2D |
| 90 | +#endif |
| 91 | + |
| 92 | +uniform COMPAT_PRECISION int FrameDirection; |
| 93 | +uniform COMPAT_PRECISION int FrameCount; |
| 94 | +uniform COMPAT_PRECISION vec2 OutputSize; |
| 95 | +uniform COMPAT_PRECISION vec2 TextureSize; |
| 96 | +uniform COMPAT_PRECISION vec2 InputSize; |
| 97 | +uniform sampler2D Texture; |
| 98 | +uniform sampler2D overlay; |
| 99 | +COMPAT_VARYING vec4 TEX0; |
| 100 | + |
| 101 | +// compatibility #defines |
| 102 | +#define Source Texture |
| 103 | +#define vTexCoord TEX0.xy |
| 104 | + |
| 105 | +#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize |
| 106 | +#define OutSize vec4(OutputSize, 1.0 / OutputSize) |
| 107 | + |
| 108 | +#ifdef PARAMETER_UNIFORM |
| 109 | +uniform COMPAT_PRECISION float OverlayMix; |
| 110 | +#else |
| 111 | +#define OverlayMix 1.0 |
| 112 | +#endif |
| 113 | + |
| 114 | +float blendSoftlight(float base, float blend) { |
| 115 | + return (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend)); |
| 116 | +} |
| 117 | + |
| 118 | +void main() |
| 119 | +{ |
| 120 | + |
| 121 | + vec4 frame = COMPAT_TEXTURE(Source, vTexCoord).rgba; |
| 122 | + vec4 softlight = COMPAT_TEXTURE(overlay, vTexCoord).rgba; |
| 123 | + |
| 124 | + vec4 ImageFinal = frame; |
| 125 | + |
| 126 | + ImageFinal.r = blendSoftlight(frame.r,softlight.r); |
| 127 | + ImageFinal.g = blendSoftlight(frame.g,softlight.g); |
| 128 | + ImageFinal.b = blendSoftlight(frame.b,softlight.b); |
| 129 | + ImageFinal.a = blendSoftlight(frame.a,softlight.a); |
| 130 | + ImageFinal = mix(frame,clamp(ImageFinal,0.0,OverlayMix),softlight.a); |
| 131 | + |
| 132 | + FragColor = vec4(ImageFinal); |
| 133 | +} |
| 134 | +#endif |
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