fuckingtech/public/assets/glsl/lygia/sample/derivative.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

49 lines
1.9 KiB
GLSL

#include "../sampler.glsl"
/*
contributors: Patricio Gonzalez Vivo
description: sample derrivatives
use: sampleDerivative(<SAMPLER_TYPE> tex, <vec2> st)
options:
- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (tex2D(...) or texture(...))
- USE_DERIVATIVES
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef SAMPLERDERIVATIVE_FNC
#define SAMPLERDERIVATIVE_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).r
#endif
#ifndef FNC_SAMPLEDERIVATIVE
#define FNC_SAMPLEDERIVATIVE
vec2 sampleDerivative(in SAMPLER_TYPE tex, in vec2 st, vec2 pixel) {
float p = SAMPLERDERIVATIVE_FNC(tex, st);
#if defined(SAMPLEDERRIVATIVE_DD)
return -vec2(dFdx(p), dFdy(p));
#elif defined(SAMPLEDERRIVATIVE_FAST)
float h1 = SAMPLERDERIVATIVE_FNC(tex, st + vec2(pixel.x,0.0));
float v1 = SAMPLERDERIVATIVE_FNC(tex, st + vec2(0.0,pixel.y));
return (p - vec2(h1, v1));
#else
float center = SAMPLERDERIVATIVE_FNC(tex, st);
float topLeft = SAMPLERDERIVATIVE_FNC(tex, st - pixel);
float left = SAMPLERDERIVATIVE_FNC(tex, st - vec2(pixel.x, .0));
float bottomLeft = SAMPLERDERIVATIVE_FNC(tex, st + vec2(-pixel.x, pixel.y));
float top = SAMPLERDERIVATIVE_FNC(tex, st - vec2(.0, pixel.y));
float bottom = SAMPLERDERIVATIVE_FNC(tex, st + vec2(.0, pixel.y));
float topRight = SAMPLERDERIVATIVE_FNC(tex, st + vec2(pixel.x, -pixel.y));
float right = SAMPLERDERIVATIVE_FNC(tex, st + vec2(pixel.x, .0));
float bottomRight = SAMPLERDERIVATIVE_FNC(tex, st + pixel);
float dX = topRight + 2. * right + bottomRight - topLeft - 2. * left - bottomLeft;
float dY = bottomLeft + 2. * bottom + bottomRight - topLeft - 2. * top - topRight;
return vec2(dX, dY);
#endif
}
#endif