Files
orx/orx-jumpflood/src/shaders/glsl/pixel-direction.frag
2024-07-08 23:11:27 +02:00

67 lines
1.8 KiB
GLSL

/*
use #define OUTPUT_DISTANCE to output distance
use #define OUTPUT_DIRECTION to output direction
*/
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 originalSize;
uniform vec2 directionalField;
uniform float distanceScale;
uniform bool normalizedDistance;
uniform bool unitDirection;
uniform bool flipV;
uniform bool outputIds;
uniform bool signedMagnitude;
in vec2 v_texCoord0;
out vec4 o_color;
void main() {
vec2 sizeDF = vec2(textureSize(tex0, 0)); // this is always square
vec2 sizeTF = vec2(textureSize(tex1, 0)); // this can be non-square
vec2 pixelPosition = v_texCoord0;
vec4 textureData = texture(tex0, v_texCoord0);
vec2 centroidPixelPosition = textureData.xy;
vec2 pixelDistance = (centroidPixelPosition - pixelPosition) * sizeDF;
if (flipV) {
pixelDistance *= vec2(1.0, -1.0);
}
float length_ = length(pixelDistance);
if (unitDirection) {
if (length_ >= 1E-6) {
pixelDistance /= length_;
}
}
vec2 dfTf = sizeDF / sizeTF; // texture adjusment factor
float outputData = (!outputIds) ? texture(tex1, v_texCoord0 * dfTf).r : textureData.b;
#ifdef OUTPUT_DIRECTION
if (!normalizedDistance) {
o_color = vec4(pixelDistance * distanceScale, outputData, 1.0);
} else if (!unitDirection) {
o_color = vec4(pixelDistance / originalSize, outputData, 1.0);
}
#else
if (!normalizedDistance) {
o_color = vec4(vec2(length(pixelDistance * distanceScale)), outputData, 1.0);
} else if (!unitDirection) {
o_color = vec4(vec2(length(pixelDistance / originalSize)), outputData, 1.0);
}
#endif
if (!outputIds) {
if (signedMagnitude) {
float s = -sign(o_color.b - 0.5);
o_color.rg *= s;
o_color.b = s * length_;
}
}
}