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LEFTONE/core/loshader/pixsort.fshader
falsycat 84c3a02b9a [RELEASE] u22-v03
This version is submitted to U22 breau.
2020-09-14 00:00:00 +00:00

72 lines
1.6 KiB
GLSL

layout (location = 0) uniform sampler2D u_src;
layout (location = 1) uniform float u_intensity;
in vec2 v_uv;
out vec4 o_color;
const int N = 2;
const int S = 20;
float luminance(in vec4 col) {
return col.r*.3+col.g*.6+col.b*.1;
}
void main(void) {
vec2 uv = (v_uv + 1.)/2.;
vec2 uvi = uv * uni.resolution.y;
float unit = 1.0/uni.resolution.y;
o_color = texture(u_src, uv);
int darkest_y = 0;
float darkest_lum = 1.;
int brightest_y = 0;
float brightest_lum = 0.;
int stride = int(uni.resolution.y/float(S));
for (int i = 0; i < int(uni.resolution.y); i+=stride) {
vec4 col = texture(u_src, vec2(uv.x, unit*float(i)));
float lum = luminance(col);
if (brightest_lum < lum) {
brightest_y = i;
brightest_lum = lum;
}
if (darkest_lum > lum) {
darkest_y = i;
darkest_lum = lum;
}
}
int st = min(darkest_y, brightest_y);
int ed = max(darkest_y, brightest_y);
st = ed-int(float(ed-st)*u_intensity);
if (int(uvi.y) <= st || int(uvi.y) >= ed) {
return;
}
float lum_unit = (brightest_lum-darkest_lum) / float(N);
stride /= 5;
int count = st;
for (int n = 0; n < N; ++n) {
float n2 = float(darkest_y < brightest_y? n: N-n-1);
float low = lum_unit * n2 + darkest_lum;
float high = low + lum_unit;
for (int i = st; i < ed; i+=stride) {
vec4 col = texture(u_src, vec2(uv.x, unit*float(i)));
float lum = luminance(col);
if (low <= lum && lum <= high) {
count += stride;
if (count >= int(uvi.y)) {
o_color = col;
return;
}
}
}
}
}