Created
March 14, 2011 23:02
-
-
Save Themaister/870045 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<?xml version="1.0" encoding="UTF-8"?> | |
<shader language="GLSL"> | |
<vertex><![CDATA[ | |
uniform vec2 rubyTextureSize; | |
void main() { | |
float x = 0.5 * (1.0 / rubyTextureSize.x); | |
float y = 0.5 * (1.0 / rubyTextureSize.y); | |
vec2 dg1 = vec2( x, y); | |
vec2 dg2 = vec2(-x, y); | |
vec2 dx = vec2(x, 0.0); | |
vec2 dy = vec2(0.0, y); | |
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1; | |
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy; | |
gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2; | |
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx; | |
gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1; | |
gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy; | |
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2; | |
gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx; | |
} | |
]]></vertex> | |
<fragment filter="nearest" scale="2.0"><![CDATA[ | |
uniform sampler2D rubyTexture; | |
const float mx = 0.325; // start smoothing wt. | |
const float k = -0.250; // wt. decrease factor | |
const float max_w = 0.25; // max filter weigth | |
const float min_w =-0.05; // min filter weigth | |
const float lum_add = 0.25; // effects smoothing | |
void main() { | |
vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz; | |
vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz; | |
vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz; | |
vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz; | |
vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz; | |
vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz; | |
vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz; | |
vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz; | |
vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz; | |
vec3 dt = vec3(1.0, 1.0, 1.0); | |
float md1 = dot(abs(c00 - c22), dt); | |
float md2 = dot(abs(c02 - c20), dt); | |
float w1 = dot(abs(c22 - c11), dt) * md2; | |
float w2 = dot(abs(c02 - c11), dt) * md1; | |
float w3 = dot(abs(c00 - c11), dt) * md2; | |
float w4 = dot(abs(c20 - c11), dt) * md1; | |
float t1 = w1 + w3; | |
float t2 = w2 + w4; | |
float ww = max(t1, t2) + 0.0001; | |
c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww); | |
float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add); | |
float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add); | |
w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w); | |
w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w); | |
w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w); | |
w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w); | |
gl_FragColor.xyz = w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11; | |
} | |
]]></fragment> | |
<vertex><![CDATA[ | |
uniform vec2 rubyTextureSize; | |
void main() { | |
float x = 0.5 * (1.0 / rubyTextureSize.x); | |
float y = 0.5 * (1.0 / rubyTextureSize.y); | |
vec2 dg1 = vec2( x, y); | |
vec2 dg2 = vec2(-x, y); | |
vec2 dx = vec2(x, 0.0); | |
vec2 dy = vec2(0.0, y); | |
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1; | |
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy; | |
gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2; | |
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx; | |
gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1; | |
gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy; | |
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2; | |
gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx; | |
} | |
]]></vertex> | |
<fragment filter="nearest" scale="4.0"><![CDATA[ | |
uniform sampler2D rubyTexture; | |
const float mx = 0.325; // start smoothing wt. | |
const float k = -0.250; // wt. decrease factor | |
const float max_w = 0.25; // max filter weigth | |
const float min_w =-0.05; // min filter weigth | |
const float lum_add = 0.25; // effects smoothing | |
void main() { | |
vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz; | |
vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz; | |
vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz; | |
vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz; | |
vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz; | |
vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz; | |
vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz; | |
vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz; | |
vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz; | |
vec3 dt = vec3(1.0, 1.0, 1.0); | |
float md1 = dot(abs(c00 - c22), dt); | |
float md2 = dot(abs(c02 - c20), dt); | |
float w1 = dot(abs(c22 - c11), dt) * md2; | |
float w2 = dot(abs(c02 - c11), dt) * md1; | |
float w3 = dot(abs(c00 - c11), dt) * md2; | |
float w4 = dot(abs(c20 - c11), dt) * md1; | |
float t1 = w1 + w3; | |
float t2 = w2 + w4; | |
float ww = max(t1, t2) + 0.0001; | |
c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww); | |
float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add); | |
float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add); | |
w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w); | |
w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w); | |
w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w); | |
w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w); | |
gl_FragColor.xyz = w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11; | |
} | |
]]></fragment> | |
<vertex><![CDATA[ | |
uniform vec2 rubyTextureSize; | |
void main() { | |
float x = 0.5 * (1.0 / rubyTextureSize.x); | |
float y = 0.5 * (1.0 / rubyTextureSize.y); | |
vec2 dg1 = vec2( x, y); | |
vec2 dg2 = vec2(-x, y); | |
vec2 dx = vec2(x, 0.0); | |
vec2 dy = vec2(0.0, y); | |
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1; | |
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy; | |
gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2; | |
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx; | |
gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1; | |
gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy; | |
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2; | |
gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx; | |
} | |
]]></vertex> | |
<fragment filter="nearest" scale="8.0"><![CDATA[ | |
uniform sampler2D rubyTexture; | |
const float mx = 0.325; // start smoothing wt. | |
const float k = -0.250; // wt. decrease factor | |
const float max_w = 0.25; // max filter weigth | |
const float min_w =-0.05; // min filter weigth | |
const float lum_add = 0.25; // effects smoothing | |
void main() { | |
vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz; | |
vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz; | |
vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz; | |
vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz; | |
vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz; | |
vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz; | |
vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz; | |
vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz; | |
vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz; | |
vec3 dt = vec3(1.0, 1.0, 1.0); | |
float md1 = dot(abs(c00 - c22), dt); | |
float md2 = dot(abs(c02 - c20), dt); | |
float w1 = dot(abs(c22 - c11), dt) * md2; | |
float w2 = dot(abs(c02 - c11), dt) * md1; | |
float w3 = dot(abs(c00 - c11), dt) * md2; | |
float w4 = dot(abs(c20 - c11), dt) * md1; | |
float t1 = w1 + w3; | |
float t2 = w2 + w4; | |
float ww = max(t1, t2) + 0.0001; | |
c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww); | |
float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add); | |
float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add); | |
w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w); | |
w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w); | |
w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w); | |
w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w); | |
gl_FragColor.xyz = w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11; | |
} | |
]]></fragment> | |
</shader> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment