68 lines
2.1 KiB
GLSL
68 lines
2.1 KiB
GLSL
#include "../sampler.glsl"
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/*
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contributors:
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- Patricio Gonzalez Vivo
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- Johan Ismael
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description: Samples multiple times a texture in the specified direction
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use: stretch(<SAMPLER_TYPE> tex, <vec2> st, <vec2> direction [, int samples])
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options:
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- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
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- STRETCH_SAMPLES: number of samples taken, defaults to 20
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- STRETCH_TYPE: return type, defauls to vec4
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- STRETCH_SAMPLER_FNC(TEX, UV): function used to sample the input texture, defaults to texture2D(tex, TEX, UV)
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- STRETCH_WEIGHT: shaping equation to multiply the sample weight.
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef STRETCH_SAMPLES
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#define STRETCH_SAMPLES 20
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#endif
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#ifndef STRETCH_TYPE
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#define STRETCH_TYPE vec4
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#endif
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#ifndef STRETCH_SAMPLER_FNC
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#define STRETCH_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
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#endif
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#ifndef FNC_STRETCH
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#define FNC_STRETCH
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STRETCH_TYPE stretch(in SAMPLER_TYPE tex, in vec2 st, in vec2 direction, const int i_samples) {
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float f_samples = float(i_samples);
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STRETCH_TYPE color = STRETCH_TYPE(0.);
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#ifdef PLATFORM_WEBGL
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for (int i = 0; i < 50; i++) {
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if (i == i_samples) break;
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#else
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for (int i = 0; i < i_samples; i++) {
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#endif
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float f_sample = float(i);
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STRETCH_TYPE tx = STRETCH_SAMPLER_FNC(tex, st + direction * f_sample);
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#ifdef STRETCH_WEIGHT
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tx *= STRETCH_WEIGHT;
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#endif
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color += tx;
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}
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return color / f_samples;
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}
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STRETCH_TYPE stretch(in SAMPLER_TYPE tex, in vec2 st, in vec2 direction) {
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float f_samples = float(STRETCH_SAMPLES);
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STRETCH_TYPE color = STRETCH_TYPE(0.);
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for (int i = 0; i < STRETCH_SAMPLES; i++) {
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float f_sample = float(i);
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STRETCH_TYPE tx = STRETCH_SAMPLER_FNC(tex, st + direction * f_sample);
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#ifdef STRETCH_WEIGHT
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tx *= STRETCH_WEIGHT;
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#endif
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color += tx;
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}
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return color / f_samples;
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}
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#endif
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