This repository has been archived on 2022-05-21. You can view files and clone it, but cannot push or open issues or pull requests.
LEFTONE/core/loshader/posteffect.fshader
falsycat 80b3b82332 [RELEASE] u22-v04
This version is submitted for U22 final presentation. (squashed 158 commits)
2021-02-07 00:00:00 +00:00

156 lines
3.7 KiB
GLSL

layout (location = 0) uniform sampler2D u_src;
layout(std140) uniform param {
float distortion_amnesia;
float distortion_radial;
float distortion_urgent;
float raster_whole;
float aberration_radial;
float blur_whole;
float brightness_whole;
float fade_radial;
} p;
in vec2 v_uv;
out vec4 o_color;
/* ---- utilities ---- */
float atan2(in vec2 p){
return p.x == 0. ? sign(p.y)*PI/2. : atan(p.y, p.x);
}
vec2 to_polar(in vec2 p) {
return vec2(length(p), atan2(p));
}
vec2 to_rectangular(in vec2 p) {
return vec2(cos(p.y)*p.x, sin(p.y)*p.x);
}
float rand(in vec2 p) {
/* https://thebookofshaders.com/13/?lan=jp */
return fract(sin(dot(p.xy, vec2(12.9898, 78.233)))*43758.5453123);
}
float noise(in vec2 _st) {
/* https://thebookofshaders.com/13/?lan=jp*/
vec2 i = floor(_st);
vec2 f = fract(_st);
float a = rand(i);
float b = rand(i + vec2(1.0, 0.0));
float c = rand(i + vec2(0.0, 1.0));
float d = rand(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return
mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
float fbm(in vec2 _st) {
/* https://thebookofshaders.com/13/?lan=jp*/
const float octaves = 5;
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
for (int i = 0; i < octaves; ++i) {
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
}
return v;
}
/* ---- distortion effects ---- */
void distortion_amnesia(inout vec2 uv) {
vec2 a = abs(uv);
float i = p.distortion_amnesia*(1.-pow(max(a.x, a.y), 2.));
uv += (fbm(uv)-.5)*i;
}
void distortion_radial(inout vec2 polar) {
float i = p.distortion_radial + 1.;
const float sqrt2 = sqrt(2.);
polar.x = (1. - pow(abs(1. - polar.x/sqrt2), i))*sqrt2 / i;
}
void distortion_urgent(inout vec2 polar) {
float i = p.distortion_urgent;
polar.x += pow(polar.x, 2.)*sin(polar.y*20.)*.2*i;
polar.x /= i+1.;
}
void raster_whole(inout vec2 uv) {
uv.x += sin(v_uv.y*PI*2./uni.aa*5.)*.05*p.raster_whole;
}
/* ---- color effects ---- */
void aberration_radial(inout vec4 color, in vec2 uv) {
float a = length(v_uv)/sqrt(2.);
vec2 e = 4./uni.resolution*pow(a, 4.)*p.aberration_radial;
color = vec4(
texture(u_src, uv+e).r,
color.g,
texture(u_src, uv-e).b,
1.);
}
void blur_whole(inout vec4 color, in vec2 uv) {
if (p.blur_whole <= 0.) return;
vec2 e1 = vec2(1./uni.resolution.x, 0.);
vec2 e2 = vec2(0., 1./uni.resolution.y);
vec4 neighbors =
texture(u_src, uv+e1+.0) +
texture(u_src, uv+e1+e2) +
texture(u_src, uv+.0+e2) +
texture(u_src, uv-e1+e2) +
texture(u_src, uv-e1+.0) +
texture(u_src, uv-e1-e2) +
texture(u_src, uv+.0-e2) +
texture(u_src, uv+e1-e2);
color = mix(color, neighbors/8., p.blur_whole);
}
void contrast_whole(inout vec4 color) {
color = pow(color, vec4(1.4));
}
void monochromize_whole(inout vec4 color) {
color = min(color, vec4(max(color.r, max(color.g, color.b)))*.95);
}
void brightness_whole(inout vec4 color) {
color *= p.brightness_whole;
}
void fade_radial(inout vec4 color, in vec2 polar) {
float i = p.fade_radial;
color.rgb *= clamp(1.-i*max(polar.x-(1.-i), 0.), 0., 1.);
}
void main(void) {
vec2 uv = v_uv;
/* distortion effect */
distortion_amnesia(uv);
vec2 polar = to_polar(uv);
distortion_radial(polar);
distortion_urgent(polar);
uv = to_rectangular(polar);
raster_whole(uv);
/* color effect */
uv = (uv+1.)/2.;
o_color = texture(u_src, uv);
aberration_radial(o_color, uv);
blur_whole(o_color, uv);
contrast_whole(o_color);
monochromize_whole(o_color);
brightness_whole(o_color);
fade_radial(o_color, polar);
}