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nunuhara_xsystem4/shaders/effects/mosaic.f.glsl
T

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GLSL

/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform sampler2D tex; // the new scene
uniform sampler2D old; // the old scene
uniform vec2 resolution; // the screen resolution
uniform float progress; // effect progress (0..1)
in vec2 tex_coord;
out vec4 frag_color;
#define MAX_STRIDE 128.0
vec3 get_pixel(vec2 xy) {
return mix(texture(old, xy).rgb, texture(tex, xy).rgb, progress);
}
void main() {
// size of each chunk
float stride = MAX_STRIDE * (1.0 - abs(progress * 2.0 - 1.0)); // progress=(0..0.5..1) -> stride=(0..max..0)
// offset of frag coordinate relative to chunk
vec2 offset = mod(gl_FragCoord.xy, stride);
// the chunk coordinate
vec2 chunk = tex_coord - offset / resolution;
// coordinate of chunk center
vec2 center = chunk + vec2(stride/2.0, stride/2.0) / resolution;
// FIXME: In this implementation, the anchor point is at the top left of the screen.
// It should be anchored at the center to match SACT2.dll.
frag_color = vec4(get_pixel(center), 1.0);
}
/* NOTE: This is an alternate implementation which computes an average for each chunk.
SACT2.dll does not do this.
#define SAMPLES 8.0
#define MAX_STRIDE 16.0
vec3 get_pixel(vec2 xy) {
return mix(texture(old, xy).xyz, texture(tex, xy).xyz, progress);
}
void main() {
float stride = MAX_STRIDE * (1.0 - abs(progress * 2.0 - 1.0)); // progress=(0..0.5..1) -> stride=(0..max..0)
vec3 avg = vec3(0, 0, 0);
vec2 xy = floor(gl_FragCoord.xy / (SAMPLES * stride)) * (SAMPLES * stride);
for (float j = 0.0; j < SAMPLES; j += 1.0) {
for (float i = 0.0; i < SAMPLES; i+= 1.0) {
avg += get_pixel((xy + stride * vec2(i, j)) / resolution);
}
}
avg /= SAMPLES * SAMPLES;
frag_color = vec4(avg, 1.0);
}
*/