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@@ -72,242 +72,242 @@ var HalftoneShader = {
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"float blend( float a, float b, float t ) {",
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- // linear blend
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- "return a * ( 1.0 - t ) + b * t;",
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+ // linear blend
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+ " return a * ( 1.0 - t ) + b * t;",
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"}",
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"float hypot( float x, float y ) {",
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- // vector magnitude
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- "return sqrt( x * x + y * y );",
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+ // vector magnitude
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+ " return sqrt( x * x + y * y );",
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"}",
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"float rand( vec2 seed ){",
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- // get pseudo-random number
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+ // get pseudo-random number
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"return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
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"}",
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"float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
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- // apply shape-specific transforms
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- "float dist = hypot( coord.x - p.x, coord.y - p.y );",
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- "float rad = channel;",
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+ // apply shape-specific transforms
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+ " float dist = hypot( coord.x - p.x, coord.y - p.y );",
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+ " float rad = channel;",
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- "if ( shape == SHAPE_DOT ) {",
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+ " if ( shape == SHAPE_DOT ) {",
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- "rad = pow( abs( rad ), 1.125 ) * rad_max;",
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+ " rad = pow( abs( rad ), 1.125 ) * rad_max;",
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- "} else if ( shape == SHAPE_ELLIPSE ) {",
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+ " } else if ( shape == SHAPE_ELLIPSE ) {",
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- "rad = pow( abs( rad ), 1.125 ) * rad_max;",
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+ " rad = pow( abs( rad ), 1.125 ) * rad_max;",
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- "if ( dist != 0.0 ) {",
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- "float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
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- "dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
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- "}",
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+ " if ( dist != 0.0 ) {",
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+ " float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
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+ " dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
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+ " }",
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- "} else if ( shape == SHAPE_LINE ) {",
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+ " } else if ( shape == SHAPE_LINE ) {",
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- "rad = pow( abs( rad ), 1.5) * rad_max;",
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- "float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
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- "dist = hypot( normal.x * dot_p, normal.y * dot_p );",
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+ " rad = pow( abs( rad ), 1.5) * rad_max;",
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+ " float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
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+ " dist = hypot( normal.x * dot_p, normal.y * dot_p );",
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- "} else if ( shape == SHAPE_SQUARE ) {",
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+ " } else if ( shape == SHAPE_SQUARE ) {",
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- "float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
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- "float sin_t = abs( sin( theta ) );",
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- "float cos_t = abs( cos( theta ) );",
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- "rad = pow( abs( rad ), 1.4 );",
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- "rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
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+ " float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
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+ " float sin_t = abs( sin( theta ) );",
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+ " float cos_t = abs( cos( theta ) );",
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+ " rad = pow( abs( rad ), 1.4 );",
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+ " rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
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- "}",
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+ " }",
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- "return rad - dist;",
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+ " return rad - dist;",
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"}",
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"struct Cell {",
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- // grid sample positions
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- "vec2 normal;",
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- "vec2 p1;",
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- "vec2 p2;",
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- "vec2 p3;",
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- "vec2 p4;",
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- "float samp2;",
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- "float samp1;",
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- "float samp3;",
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- "float samp4;",
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+ // grid sample positions
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+ " vec2 normal;",
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+ " vec2 p1;",
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+ " vec2 p2;",
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+ " vec2 p3;",
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+ " vec2 p4;",
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+ " float samp2;",
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+ " float samp1;",
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+ " float samp3;",
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+ " float samp4;",
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"};",
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"vec4 getSample( vec2 point ) {",
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- // multi-sampled point
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- "vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
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- "float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
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- "float step = PI2 / float( samples );",
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- "float dist = radius * 0.66;",
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+ // multi-sampled point
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+ " vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
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+ " float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
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+ " float step = PI2 / float( samples );",
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+ " float dist = radius * 0.66;",
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- "for ( int i = 0; i < samples; ++i ) {",
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+ " for ( int i = 0; i < samples; ++i ) {",
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- "float r = base + step * float( i );",
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- "vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
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- "tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
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+ " float r = base + step * float( i );",
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+ " vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
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+ " tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
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- "}",
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+ " }",
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- "tex /= float( samples ) + 1.0;",
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- "return tex;",
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+ " tex /= float( samples ) + 1.0;",
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+ " return tex;",
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"}",
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"float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
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- // get colour for given point
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- "float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
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+ // get colour for given point
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+ " float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
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- "if ( channel == 0 ) {",
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+ " if ( channel == 0 ) {",
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- "c.samp1 = getSample( c.p1 ).r;",
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- "c.samp2 = getSample( c.p2 ).r;",
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- "c.samp3 = getSample( c.p3 ).r;",
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- "c.samp4 = getSample( c.p4 ).r;",
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+ " c.samp1 = getSample( c.p1 ).r;",
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+ " c.samp2 = getSample( c.p2 ).r;",
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+ " c.samp3 = getSample( c.p3 ).r;",
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+ " c.samp4 = getSample( c.p4 ).r;",
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- "} else if (channel == 1) {",
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+ " } else if (channel == 1) {",
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- "c.samp1 = getSample( c.p1 ).g;",
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- "c.samp2 = getSample( c.p2 ).g;",
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- "c.samp3 = getSample( c.p3 ).g;",
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- "c.samp4 = getSample( c.p4 ).g;",
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+ " c.samp1 = getSample( c.p1 ).g;",
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+ " c.samp2 = getSample( c.p2 ).g;",
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+ " c.samp3 = getSample( c.p3 ).g;",
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+ " c.samp4 = getSample( c.p4 ).g;",
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- "} else {",
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+ " } else {",
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- "c.samp1 = getSample( c.p1 ).b;",
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- "c.samp3 = getSample( c.p3 ).b;",
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- "c.samp2 = getSample( c.p2 ).b;",
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- "c.samp4 = getSample( c.p4 ).b;",
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+ " c.samp1 = getSample( c.p1 ).b;",
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+ " c.samp3 = getSample( c.p3 ).b;",
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+ " c.samp2 = getSample( c.p2 ).b;",
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+ " c.samp4 = getSample( c.p4 ).b;",
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- "}",
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+ " }",
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- "dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
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- "dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
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- "dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
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- "dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
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- "res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
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- "res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
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- "res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
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- "res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
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- "res = clamp( res, 0.0, 1.0 );",
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+ " dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
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+ " dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
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+ " dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
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+ " dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
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+ " res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
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+ " res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
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+ " res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
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+ " res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
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+ " res = clamp( res, 0.0, 1.0 );",
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- "return res;",
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+ " return res;",
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"}",
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"Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
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- // get containing cell
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- "Cell c;",
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-
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- // calc grid
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- "vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
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- "float threshold = step * 0.5;",
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- "float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
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- "float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
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- "vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
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- "float offset_normal = mod( hypot( offset.x, offset.y ), step );",
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- "float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
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- "float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
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- "float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
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- "float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
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- "float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
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-
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- // get closest corner
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- "c.normal = n;",
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- "c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
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- "c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
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-
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- // scatter
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- "if ( scatter != 0.0 ) {",
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-
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- "float off_mag = scatter * threshold * 0.5;",
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- "float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
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- "c.p1.x += cos( off_angle ) * off_mag;",
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- "c.p1.y += sin( off_angle ) * off_mag;",
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-
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- "}",
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-
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- // find corners
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- "float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
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- "float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
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- "c.p2.x = c.p1.x - n.x * normal_step;",
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- "c.p2.y = c.p1.y - n.y * normal_step;",
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- "c.p3.x = c.p1.x + n.y * line_step;",
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- "c.p3.y = c.p1.y - n.x * line_step;",
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- "c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
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- "c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
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-
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- "return c;",
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+ // get containing cell
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+ " Cell c;",
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+
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+ // calc grid
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+ " vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
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+ " float threshold = step * 0.5;",
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+ " float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
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+ " float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
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+ " vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
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+ " float offset_normal = mod( hypot( offset.x, offset.y ), step );",
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+ " float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
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+ " float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
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+ " float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
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+ " float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
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+ " float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
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+
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+ // get closest corner
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+ " c.normal = n;",
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+ " c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
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+ " c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
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+
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+ // scatter
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+ " if ( scatter != 0.0 ) {",
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+
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+ " float off_mag = scatter * threshold * 0.5;",
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+ " float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
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+ " c.p1.x += cos( off_angle ) * off_mag;",
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+ " c.p1.y += sin( off_angle ) * off_mag;",
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+
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+ " }",
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+
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+ // find corners
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+ " float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
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+ " float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
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+ " c.p2.x = c.p1.x - n.x * normal_step;",
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+ " c.p2.y = c.p1.y - n.y * normal_step;",
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+ " c.p3.x = c.p1.x + n.y * line_step;",
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+ " c.p3.y = c.p1.y - n.x * line_step;",
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+ " c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
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+ " c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
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+
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+ " return c;",
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"}",
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"float blendColour( float a, float b, float t ) {",
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- // blend colours
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- "if ( blendingMode == BLENDING_LINEAR ) {",
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- "return blend( a, b, 1.0 - t );",
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- "} else if ( blendingMode == BLENDING_ADD ) {",
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- "return blend( a, min( 1.0, a + b ), t );",
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- "} else if ( blendingMode == BLENDING_MULTIPLY ) {",
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- "return blend( a, max( 0.0, a * b ), t );",
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- "} else if ( blendingMode == BLENDING_LIGHTER ) {",
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- "return blend( a, max( a, b ), t );",
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- "} else if ( blendingMode == BLENDING_DARKER ) {",
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- "return blend( a, min( a, b ), t );",
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- "} else {",
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- "return blend( a, b, 1.0 - t );",
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- "}",
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+ // blend colours
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+ " if ( blendingMode == BLENDING_LINEAR ) {",
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+ " return blend( a, b, 1.0 - t );",
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+ " } else if ( blendingMode == BLENDING_ADD ) {",
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+ " return blend( a, min( 1.0, a + b ), t );",
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+ " } else if ( blendingMode == BLENDING_MULTIPLY ) {",
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+ " return blend( a, max( 0.0, a * b ), t );",
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+ " } else if ( blendingMode == BLENDING_LIGHTER ) {",
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+ " return blend( a, max( a, b ), t );",
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+ " } else if ( blendingMode == BLENDING_DARKER ) {",
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+ " return blend( a, min( a, b ), t );",
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+ " } else {",
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+ " return blend( a, b, 1.0 - t );",
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+ " }",
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"}",
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"void main() {",
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- "if ( ! disable ) {",
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+ " if ( ! disable ) {",
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|
|
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- // setup
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|
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- "vec2 p = vec2( vUV.x * width, vUV.y * height );",
|
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- "vec2 origin = vec2( 0, 0 );",
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- "float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
|
|
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+ // setup
|
|
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+ " vec2 p = vec2( vUV.x * width, vUV.y * height );",
|
|
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+ " vec2 origin = vec2( 0, 0 );",
|
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+ " float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
|
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|
|
|
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- // get channel samples
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- "Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
|
|
|
- "Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
|
|
|
- "Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
|
|
|
- "float r = getDotColour( cell_r, p, 0, rotateR, aa );",
|
|
|
- "float g = getDotColour( cell_g, p, 1, rotateG, aa );",
|
|
|
- "float b = getDotColour( cell_b, p, 2, rotateB, aa );",
|
|
|
+ // get channel samples
|
|
|
+ " Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
|
|
|
+ " Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
|
|
|
+ " Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
|
|
|
+ " float r = getDotColour( cell_r, p, 0, rotateR, aa );",
|
|
|
+ " float g = getDotColour( cell_g, p, 1, rotateG, aa );",
|
|
|
+ " float b = getDotColour( cell_b, p, 2, rotateB, aa );",
|
|
|
|
|
|
- // blend with original
|
|
|
- "vec4 colour = texture2D( tDiffuse, vUV );",
|
|
|
- "r = blendColour( r, colour.r, blending );",
|
|
|
- "g = blendColour( g, colour.g, blending );",
|
|
|
- "b = blendColour( b, colour.b, blending );",
|
|
|
+ // blend with original
|
|
|
+ " vec4 colour = texture2D( tDiffuse, vUV );",
|
|
|
+ " r = blendColour( r, colour.r, blending );",
|
|
|
+ " g = blendColour( g, colour.g, blending );",
|
|
|
+ " b = blendColour( b, colour.b, blending );",
|
|
|
|
|
|
- "if ( greyscale ) {",
|
|
|
- "r = g = b = (r + b + g) / 3.0;",
|
|
|
- "}",
|
|
|
+ " if ( greyscale ) {",
|
|
|
+ " r = g = b = (r + b + g) / 3.0;",
|
|
|
+ " }",
|
|
|
|
|
|
- "gl_FragColor = vec4( r, g, b, 1.0 );",
|
|
|
+ " gl_FragColor = vec4( r, g, b, 1.0 );",
|
|
|
|
|
|
- "} else {",
|
|
|
+ " } else {",
|
|
|
|
|
|
- "gl_FragColor = texture2D( tDiffuse, vUV );",
|
|
|
+ " gl_FragColor = texture2D( tDiffuse, vUV );",
|
|
|
|
|
|
- "}",
|
|
|
+ " }",
|
|
|
|
|
|
"}"
|
|
|
|