mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
989 lines
42 KiB
Plaintext
989 lines
42 KiB
Plaintext
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//Those functions will sample from source texture (the previous), but with a precision taken from passthrough_passSize.
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//This is needed because the source texture has been scaled up to the dimension of the viewport to allow
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//the scanlines to be linear filtered.
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/*
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#include "pows.include.slang"
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vec4 pixel_glow_gamma_1(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
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// Calculating texel coordinates
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vec2 tex = coords.xy * 1.00001;
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// vec4 SourceSize1 = params.SourceSize;
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vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
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vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
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vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
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vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
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vec2 y2 = 2.0*dy;
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my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
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my_glowpixy = my_glowpixy / scalemod_y *2 ;
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float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
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float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
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float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
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float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
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float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
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float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
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float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
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vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
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vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
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vec3 l1 = texture(in_texture, pC4 ).rgb;
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vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
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vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
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vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
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vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 -dy).rgb;
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l2 = texture(in_texture, pC4 -dx -dy).rgb;
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l1 = texture(in_texture, pC4 -dy).rgb;
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r1 = texture(in_texture, pC4 +dx -dy).rgb;
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r2 = texture(in_texture, pC4 +x2 -dy).rgb;
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r3 = texture(in_texture, pC4 +x3 -dy).rgb;
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vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +dy).rgb;
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l2 = texture(in_texture, pC4 -dx +dy).rgb;
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l1 = texture(in_texture, pC4 +dy).rgb;
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r1 = texture(in_texture, pC4 +dx +dy).rgb;
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r2 = texture(in_texture, pC4 +x2 +dy).rgb;
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r3 = texture(in_texture, pC4 +x3 +dy).rgb;
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vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +y2).rgb;
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l2 = texture(in_texture, pC4 -dx +y2).rgb;
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l1 = texture(in_texture, pC4 +y2).rgb;
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r1 = texture(in_texture, pC4 +dx +y2).rgb;
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r2 = texture(in_texture, pC4 +x2 +y2).rgb;
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r3 = texture(in_texture, pC4 +x3 +y2).rgb;
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vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
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wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
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wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
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wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
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wt = 1.0/(wl2+wl1+wr1+wr2);
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vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
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return vec4(Bloom*my_glow,1.0);
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}
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vec4 pixel_glow_gamma_2(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
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// Calculating texel coordinates
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vec2 tex = coords.xy * 1.00001;
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// vec4 SourceSize1 = params.SourceSize;
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vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
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vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
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vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
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vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
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vec2 y2 = 2.0*dy;
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my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
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my_glowpixy = my_glowpixy / scalemod_y *2 ;
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float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
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float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
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float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
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float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
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float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
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float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
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float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
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vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
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vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
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vec3 l1 = texture(in_texture, pC4 ).rgb;
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vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
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vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
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vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
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l3*=l3; l2*=l2; l1*=l1;
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r1*=r1; r2*=r2; r3*=r3;
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vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 -dy).rgb;
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l2 = texture(in_texture, pC4 -dx -dy).rgb;
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l1 = texture(in_texture, pC4 -dy).rgb;
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r1 = texture(in_texture, pC4 +dx -dy).rgb;
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r2 = texture(in_texture, pC4 +x2 -dy).rgb;
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r3 = texture(in_texture, pC4 +x3 -dy).rgb;
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l3*=l3; l2*=l2; l1*=l1;
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r1*=r1; r2*=r2; r3*=r3;
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vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +dy).rgb;
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l2 = texture(in_texture, pC4 -dx +dy).rgb;
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l1 = texture(in_texture, pC4 +dy).rgb;
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r1 = texture(in_texture, pC4 +dx +dy).rgb;
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r2 = texture(in_texture, pC4 +x2 +dy).rgb;
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r3 = texture(in_texture, pC4 +x3 +dy).rgb;
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l3*=l3; l2*=l2; l1*=l1;
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r1*=r1; r2*=r2; r3*=r3;
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vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +y2).rgb;
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l2 = texture(in_texture, pC4 -dx +y2).rgb;
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l1 = texture(in_texture, pC4 +y2).rgb;
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r1 = texture(in_texture, pC4 +dx +y2).rgb;
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r2 = texture(in_texture, pC4 +x2 +y2).rgb;
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r3 = texture(in_texture, pC4 +x3 +y2).rgb;
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l3*=l3; l2*=l2; l1*=l1;
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r1*=r1; r2*=r2; r3*=r3;
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vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
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wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
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wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
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wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
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wt = 1.0/(wl2+wl1+wr1+wr2);
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vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
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return vec4(Bloom*my_glow,1.0);
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}
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vec4 pixel_glow_gamma_3(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
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// Calculating texel coordinates
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vec2 tex = coords.xy * 1.00001;
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// vec4 SourceSize1 = params.SourceSize;
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vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
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vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
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vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
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vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
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vec2 y2 = 2.0*dy;
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my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
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my_glowpixy = my_glowpixy / scalemod_y *2 ;
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float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
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float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
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float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
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float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
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float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
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float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
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float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
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vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
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vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
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vec3 l1 = texture(in_texture, pC4 ).rgb;
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vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
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vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
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vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
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l3=pow_3(l3); l2=pow_3(l2); l1=pow_3(l1);
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r1=pow_3(r1); r2=pow_3(r2); r3=pow_3(r3);
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vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 -dy).rgb;
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l2 = texture(in_texture, pC4 -dx -dy).rgb;
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l1 = texture(in_texture, pC4 -dy).rgb;
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r1 = texture(in_texture, pC4 +dx -dy).rgb;
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r2 = texture(in_texture, pC4 +x2 -dy).rgb;
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r3 = texture(in_texture, pC4 +x3 -dy).rgb;
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l3=pow_3(l3); l2=pow_3(l2); l1=pow_3(l1);
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r1=pow_3(r1); r2=pow_3(r2); r3=pow_3(r3);
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vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +dy).rgb;
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l2 = texture(in_texture, pC4 -dx +dy).rgb;
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l1 = texture(in_texture, pC4 +dy).rgb;
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r1 = texture(in_texture, pC4 +dx +dy).rgb;
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r2 = texture(in_texture, pC4 +x2 +dy).rgb;
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r3 = texture(in_texture, pC4 +x3 +dy).rgb;
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l3=pow_3(l3); l2=pow_3(l2); l1=pow_3(l1);
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r1=pow_3(r1); r2=pow_3(r2); r3=pow_3(r3);
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vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +y2).rgb;
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l2 = texture(in_texture, pC4 -dx +y2).rgb;
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l1 = texture(in_texture, pC4 +y2).rgb;
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r1 = texture(in_texture, pC4 +dx +y2).rgb;
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r2 = texture(in_texture, pC4 +x2 +y2).rgb;
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r3 = texture(in_texture, pC4 +x3 +y2).rgb;
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l3=pow_3(l3); l2=pow_3(l2); l1=pow_3(l1);
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r1=pow_3(r1); r2=pow_3(r2); r3=pow_3(r3);
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vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
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wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
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wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
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wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
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wt = 1.0/(wl2+wl1+wr1+wr2);
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vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
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return vec4(Bloom*my_glow,1.0);
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}
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vec4 pixel_glow_gamma_4(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
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// Calculating texel coordinates
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vec2 tex = coords.xy * 1.00001;
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// vec4 SourceSize1 = params.SourceSize;
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vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
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vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
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vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
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vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
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vec2 y2 = 2.0*dy;
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my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
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my_glowpixy = my_glowpixy / scalemod_y *2 ;
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float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
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float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
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float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
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float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
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float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
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float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
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float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
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vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
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vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
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vec3 l1 = texture(in_texture, pC4 ).rgb;
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vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
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vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
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vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
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l3=pow_4(l3); l2=pow_4(l2); l1=pow_4(l1);
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r1=pow_4(r1); r2=pow_4(r2); r3=pow_4(r3);
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vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 -dy).rgb;
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l2 = texture(in_texture, pC4 -dx -dy).rgb;
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l1 = texture(in_texture, pC4 -dy).rgb;
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r1 = texture(in_texture, pC4 +dx -dy).rgb;
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r2 = texture(in_texture, pC4 +x2 -dy).rgb;
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r3 = texture(in_texture, pC4 +x3 -dy).rgb;
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l3=pow_4(l3); l2=pow_4(l2); l1=pow_4(l1);
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r1=pow_4(r1); r2=pow_4(r2); r3=pow_4(r3);
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vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +dy).rgb;
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l2 = texture(in_texture, pC4 -dx +dy).rgb;
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l1 = texture(in_texture, pC4 +dy).rgb;
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r1 = texture(in_texture, pC4 +dx +dy).rgb;
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r2 = texture(in_texture, pC4 +x2 +dy).rgb;
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r3 = texture(in_texture, pC4 +x3 +dy).rgb;
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l3=pow_4(l3); l2=pow_4(l2); l1=pow_4(l1);
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r1=pow_4(r1); r2=pow_4(r2); r3=pow_4(r3);
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|
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vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +y2).rgb;
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l2 = texture(in_texture, pC4 -dx +y2).rgb;
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l1 = texture(in_texture, pC4 +y2).rgb;
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r1 = texture(in_texture, pC4 +dx +y2).rgb;
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r2 = texture(in_texture, pC4 +x2 +y2).rgb;
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r3 = texture(in_texture, pC4 +x3 +y2).rgb;
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|
l3=pow_4(l3); l2=pow_4(l2); l1=pow_4(l1);
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|
r1=pow_4(r1); r2=pow_4(r2); r3=pow_4(r3);
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|
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|
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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|
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wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
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|
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
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wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
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wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
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wt = 1.0/(wl2+wl1+wr1+wr2);
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|
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vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
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return vec4(Bloom*my_glow,1.0);
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}
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vec4 pixel_glow_gamma_5(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
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// Calculating texel coordinates
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|
vec2 tex = coords.xy * 1.00001;
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|
// vec4 SourceSize1 = params.SourceSize;
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|
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vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
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vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
|
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vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
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vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
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vec2 y2 = 2.0*dy;
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my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
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my_glowpixy = my_glowpixy / scalemod_y *2 ;
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|
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float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
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float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
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float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
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float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
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float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
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float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
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float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
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vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
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|
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
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vec3 l1 = texture(in_texture, pC4 ).rgb;
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vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
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vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
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vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
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l3=pow_5(l3); l2=pow_5(l2); l1=pow_5(l1);
|
|
r1=pow_5(r1); r2=pow_5(r2); r3=pow_5(r3);
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vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 -dy).rgb;
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l2 = texture(in_texture, pC4 -dx -dy).rgb;
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l1 = texture(in_texture, pC4 -dy).rgb;
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r1 = texture(in_texture, pC4 +dx -dy).rgb;
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r2 = texture(in_texture, pC4 +x2 -dy).rgb;
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r3 = texture(in_texture, pC4 +x3 -dy).rgb;
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l3=pow_5(l3); l2=pow_5(l2); l1=pow_5(l1);
|
|
r1=pow_5(r1); r2=pow_5(r2); r3=pow_5(r3);
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|
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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|
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +dy).rgb;
|
|
l1 = texture(in_texture, pC4 +dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
|
|
l3=pow_5(l3); l2=pow_5(l2); l1=pow_5(l1);
|
|
r1=pow_5(r1); r2=pow_5(r2); r3=pow_5(r3);
|
|
|
|
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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|
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|
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +y2).rgb;
|
|
l1 = texture(in_texture, pC4 +y2).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +y2).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
|
|
l3=pow_5(l3); l2=pow_5(l2); l1=pow_5(l1);
|
|
r1=pow_5(r1); r2=pow_5(r2); r3=pow_5(r3);
|
|
|
|
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
|
|
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
|
|
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
|
|
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
|
|
|
|
wt = 1.0/(wl2+wl1+wr1+wr2);
|
|
|
|
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
|
|
|
|
return vec4(Bloom*my_glow,1.0);
|
|
}
|
|
vec4 pixel_glow_gamma_6(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
|
|
|
|
// Calculating texel coordinates
|
|
vec2 tex = coords.xy * 1.00001;
|
|
// vec4 SourceSize1 = params.SourceSize;
|
|
|
|
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
|
|
vec2 fp = fract(OGL2Pos);
|
|
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
|
|
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
|
|
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
|
|
|
|
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
|
|
vec2 y2 = 2.0*dy;
|
|
|
|
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
|
|
my_glowpixy = my_glowpixy / scalemod_y *2 ;
|
|
|
|
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
|
|
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
|
|
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
|
|
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
|
|
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
|
|
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
|
|
|
|
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
|
|
|
|
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
|
|
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
|
|
vec3 l1 = texture(in_texture, pC4 ).rgb;
|
|
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
|
|
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
|
|
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
|
|
l3=pow_6(l3); l2=pow_6(l2); l1=pow_6(l1);
|
|
r1=pow_6(r1); r2=pow_6(r2); r3=pow_6(r3);
|
|
|
|
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx -dy).rgb;
|
|
l1 = texture(in_texture, pC4 -dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx -dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
|
|
l3=pow_6(l3); l2=pow_6(l2); l1=pow_6(l1);
|
|
r1=pow_6(r1); r2=pow_6(r2); r3=pow_6(r3);
|
|
|
|
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +dy).rgb;
|
|
l1 = texture(in_texture, pC4 +dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
|
|
l3=pow_6(l3); l2=pow_6(l2); l1=pow_6(l1);
|
|
r1=pow_6(r1); r2=pow_6(r2); r3=pow_6(r3);
|
|
|
|
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +y2).rgb;
|
|
l1 = texture(in_texture, pC4 +y2).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +y2).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
|
|
l3=pow_6(l3); l2=pow_6(l2); l1=pow_6(l1);
|
|
r1=pow_6(r1); r2=pow_6(r2); r3=pow_6(r3);
|
|
|
|
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
|
|
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
|
|
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
|
|
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
|
|
|
|
wt = 1.0/(wl2+wl1+wr1+wr2);
|
|
|
|
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
|
|
|
|
return vec4(Bloom*my_glow,1.0);
|
|
}
|
|
vec4 pixel_glow_gamma_7(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
|
|
|
|
// Calculating texel coordinates
|
|
vec2 tex = coords.xy * 1.00001;
|
|
// vec4 SourceSize1 = params.SourceSize;
|
|
|
|
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
|
|
vec2 fp = fract(OGL2Pos);
|
|
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
|
|
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
|
|
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
|
|
|
|
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
|
|
vec2 y2 = 2.0*dy;
|
|
|
|
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
|
|
my_glowpixy = my_glowpixy / scalemod_y *2 ;
|
|
|
|
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
|
|
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
|
|
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
|
|
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
|
|
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
|
|
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
|
|
|
|
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
|
|
|
|
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
|
|
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
|
|
vec3 l1 = texture(in_texture, pC4 ).rgb;
|
|
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
|
|
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
|
|
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
|
|
l3=pow_7(l3); l2=pow_7(l2); l1=pow_7(l1);
|
|
r1=pow_7(r1); r2=pow_7(r2); r3=pow_7(r3);
|
|
|
|
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx -dy).rgb;
|
|
l1 = texture(in_texture, pC4 -dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx -dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
|
|
l3=pow_7(l3); l2=pow_7(l2); l1=pow_7(l1);
|
|
r1=pow_7(r1); r2=pow_7(r2); r3=pow_7(r3);
|
|
|
|
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +dy).rgb;
|
|
l1 = texture(in_texture, pC4 +dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
|
|
l3=pow_7(l3); l2=pow_7(l2); l1=pow_7(l1);
|
|
r1=pow_7(r1); r2=pow_7(r2); r3=pow_7(r3);
|
|
|
|
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +y2).rgb;
|
|
l1 = texture(in_texture, pC4 +y2).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +y2).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
|
|
l3=pow_7(l3); l2=pow_7(l2); l1=pow_7(l1);
|
|
r1=pow_7(r1); r2=pow_7(r2); r3=pow_7(r3);
|
|
|
|
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
|
|
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
|
|
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
|
|
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
|
|
|
|
wt = 1.0/(wl2+wl1+wr1+wr2);
|
|
|
|
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
|
|
|
|
return vec4(Bloom*my_glow,1.0);
|
|
}
|
|
vec4 pixel_glow_gamma_8(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
|
|
|
|
// Calculating texel coordinates
|
|
vec2 tex = coords.xy * 1.00001;
|
|
// vec4 SourceSize1 = params.SourceSize;
|
|
|
|
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
|
|
vec2 fp = fract(OGL2Pos);
|
|
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
|
|
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
|
|
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
|
|
|
|
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
|
|
vec2 y2 = 2.0*dy;
|
|
|
|
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
|
|
my_glowpixy = my_glowpixy / scalemod_y *2 ;
|
|
|
|
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
|
|
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
|
|
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
|
|
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
|
|
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
|
|
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
|
|
|
|
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
|
|
|
|
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
|
|
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
|
|
vec3 l1 = texture(in_texture, pC4 ).rgb;
|
|
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
|
|
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
|
|
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
|
|
l3=pow_8(l3); l2=pow_8(l2); l1=pow_8(l1);
|
|
r1=pow_8(r1); r2=pow_8(r2); r3=pow_8(r3);
|
|
|
|
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
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|
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx -dy).rgb;
|
|
l1 = texture(in_texture, pC4 -dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx -dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
|
|
l3=pow_8(l3); l2=pow_8(l2); l1=pow_8(l1);
|
|
r1=pow_8(r1); r2=pow_8(r2); r3=pow_8(r3);
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|
|
|
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +dy).rgb;
|
|
l1 = texture(in_texture, pC4 +dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
|
|
l3=pow_8(l3); l2=pow_8(l2); l1=pow_8(l1);
|
|
r1=pow_8(r1); r2=pow_8(r2); r3=pow_8(r3);
|
|
|
|
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +y2).rgb;
|
|
l1 = texture(in_texture, pC4 +y2).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +y2).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
|
|
l3=pow_8(l3); l2=pow_8(l2); l1=pow_8(l1);
|
|
r1=pow_8(r1); r2=pow_8(r2); r3=pow_8(r3);
|
|
|
|
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
|
|
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
|
|
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
|
|
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
|
|
|
|
wt = 1.0/(wl2+wl1+wr1+wr2);
|
|
|
|
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
|
|
|
|
return vec4(Bloom*my_glow,1.0);
|
|
}
|
|
vec4 pixel_glow_gamma_9(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
|
|
|
|
// Calculating texel coordinates
|
|
vec2 tex = coords.xy * 1.00001;
|
|
// vec4 SourceSize1 = params.SourceSize;
|
|
|
|
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
|
|
vec2 fp = fract(OGL2Pos);
|
|
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
|
|
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
|
|
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
|
|
|
|
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
|
|
vec2 y2 = 2.0*dy;
|
|
|
|
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
|
|
my_glowpixy = my_glowpixy / scalemod_y *2 ;
|
|
|
|
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
|
|
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
|
|
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
|
|
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
|
|
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
|
|
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
|
|
|
|
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
|
|
|
|
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
|
|
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
|
|
vec3 l1 = texture(in_texture, pC4 ).rgb;
|
|
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
|
|
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
|
|
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
|
|
l3=pow_9(l3); l2=pow_9(l2); l1=pow_9(l1);
|
|
r1=pow_9(r1); r2=pow_9(r2); r3=pow_9(r3);
|
|
|
|
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx -dy).rgb;
|
|
l1 = texture(in_texture, pC4 -dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx -dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
|
|
l3=pow_9(l3); l2=pow_9(l2); l1=pow_9(l1);
|
|
r1=pow_9(r1); r2=pow_9(r2); r3=pow_9(r3);
|
|
|
|
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +dy).rgb;
|
|
l1 = texture(in_texture, pC4 +dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
|
|
l3=pow_9(l3); l2=pow_9(l2); l1=pow_9(l1);
|
|
r1=pow_9(r1); r2=pow_9(r2); r3=pow_9(r3);
|
|
|
|
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +y2).rgb;
|
|
l1 = texture(in_texture, pC4 +y2).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +y2).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
|
|
l3=pow_9(l3); l2=pow_9(l2); l1=pow_9(l1);
|
|
r1=pow_9(r1); r2=pow_9(r2); r3=pow_9(r3);
|
|
|
|
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
|
|
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
|
|
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
|
|
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
|
|
|
|
wt = 1.0/(wl2+wl1+wr1+wr2);
|
|
|
|
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
|
|
|
|
return vec4(Bloom*my_glow,1.0);
|
|
}
|
|
vec4 pixel_glow_gamma_10(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
|
|
|
|
// Calculating texel coordinates
|
|
vec2 tex = coords.xy * 1.00001;
|
|
// vec4 SourceSize1 = params.SourceSize;
|
|
|
|
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
|
|
vec2 fp = fract(OGL2Pos);
|
|
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
|
|
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
|
|
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
|
|
|
|
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
|
|
vec2 y2 = 2.0*dy;
|
|
|
|
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
|
|
my_glowpixy = my_glowpixy / scalemod_y *2 ;
|
|
|
|
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
|
|
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
|
|
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
|
|
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
|
|
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
|
|
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
|
|
|
|
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
|
|
|
|
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
|
|
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
|
|
vec3 l1 = texture(in_texture, pC4 ).rgb;
|
|
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
|
|
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
|
|
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
|
|
l3=pow_10(l3); l2=pow_10(l2); l1=pow_10(l1);
|
|
r1=pow_10(r1); r2=pow_10(r2); r3=pow_10(r3);
|
|
|
|
vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 -dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx -dy).rgb;
|
|
l1 = texture(in_texture, pC4 -dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx -dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 -dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 -dy).rgb;
|
|
l3=pow_10(l3); l2=pow_10(l2); l1=pow_10(l1);
|
|
r1=pow_10(r1); r2=pow_10(r2); r3=pow_10(r3);
|
|
|
|
vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +dy).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +dy).rgb;
|
|
l1 = texture(in_texture, pC4 +dy).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +dy).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +dy).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +dy).rgb;
|
|
l3=pow_10(l3); l2=pow_10(l2); l1=pow_10(l1);
|
|
r1=pow_10(r1); r2=pow_10(r2); r3=pow_10(r3);
|
|
|
|
vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
l3 = texture(in_texture, pC4 -x2 +y2).rgb;
|
|
l2 = texture(in_texture, pC4 -dx +y2).rgb;
|
|
l1 = texture(in_texture, pC4 +y2).rgb;
|
|
r1 = texture(in_texture, pC4 +dx +y2).rgb;
|
|
r2 = texture(in_texture, pC4 +x2 +y2).rgb;
|
|
r3 = texture(in_texture, pC4 +x3 +y2).rgb;
|
|
l3=pow_10(l3); l2=pow_10(l2); l1=pow_10(l1);
|
|
r1=pow_10(r1); r2=pow_10(r2); r3=pow_10(r3);
|
|
|
|
vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
|
|
|
|
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
|
|
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
|
|
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
|
|
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
|
|
|
|
wt = 1.0/(wl2+wl1+wr1+wr2);
|
|
|
|
vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
|
|
|
|
return vec4(Bloom*my_glow,1.0);
|
|
}
|
|
|
|
vec3 blur_v(sampler2D in_texture, float my_glowpixy, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
|
|
|
|
// Calculating texel coordinates
|
|
vec2 tex = coords.xy * 1.00001;
|
|
|
|
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5);
|
|
vec2 fp = fract(OGL2Pos);
|
|
|
|
vec2 dy = vec2(0.0,SourceSize1.w) ;
|
|
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
|
|
|
|
vec2 y2 = 2.0*dy;
|
|
|
|
my_glowpixy = my_glowpixy / scalemod_y *2 ;
|
|
|
|
vec3 t1 = texture(in_texture, pC4 ).rgb;
|
|
vec3 t2 = texture(in_texture, pC4 -dy).rgb;
|
|
vec3 b1 = texture(in_texture, pC4 +dy).rgb;
|
|
vec3 b2 = texture(in_texture, pC4 +y2).rgb;
|
|
|
|
float wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
|
|
float wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
|
|
float wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
|
|
float wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
|
|
|
|
float wt = 1.0/(wl2+wl1+wr1+wr2);
|
|
|
|
vec3 smoothed = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
|
|
|
|
return smoothed;
|
|
|
|
return vec3(1.0);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
vec4 pixel_glow_std_pow(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, float glow_gamma, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
|
|
|
|
// Calculating texel coordinates
|
|
vec2 tex = coords.xy * 1.00001;
|
|
|
|
vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize2.xy - vec2(0.5,0.5); // vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
|
|
vec2 fp = fract(OGL2Pos);
|
|
vec2 dx = vec2(SourceSize1.z,0.0) ; // vec2 dx = vec2(params.passthrough_and_cc_passSize.z,0.0) ; //
|
|
vec2 dy = vec2(0.0,SourceSize1.w) ; // vec2 dy = vec2(0.0,params.passthrough_and_cc_passSize.w); //
|
|
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize2.zw;
|
|
|
|
vec2 x2 = 2.0*dx; vec2 x3 = 3.0*dx;
|
|
vec2 y2 = 2.0*dy;
|
|
|
|
vec3 glow_gamma_vec3 = vec3(glow_gamma);
|
|
|
|
my_glowpix = my_glowpix / scalemod_x * 2 ; // <-- Make it not dependant on the input resolution.
|
|
my_glowpixy = my_glowpixy / scalemod_y *2 ;
|
|
|
|
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-my_glowpix*wl3);
|
|
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-my_glowpix*wl2);
|
|
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-my_glowpix*wl1);
|
|
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-my_glowpix*wr1);
|
|
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-my_glowpix*wr2);
|
|
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-my_glowpix*wr3);
|
|
|
|
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
|
|
|
|
vec3 l3 = texture(in_texture, pC4 -x2 ).rgb;
|
|
vec3 l2 = texture(in_texture, pC4 -dx ).rgb;
|
|
vec3 l1 = texture(in_texture, pC4 ).rgb;
|
|
vec3 r1 = texture(in_texture, pC4 +dx ).rgb;
|
|
vec3 r2 = texture(in_texture, pC4 +x2 ).rgb;
|
|
vec3 r3 = texture(in_texture, pC4 +x3 ).rgb;
|
|
l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
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r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
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vec3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 -dy).rgb;
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l2 = texture(in_texture, pC4 -dx -dy).rgb;
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l1 = texture(in_texture, pC4 -dy).rgb;
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r1 = texture(in_texture, pC4 +dx -dy).rgb;
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r2 = texture(in_texture, pC4 +x2 -dy).rgb;
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r3 = texture(in_texture, pC4 +x3 -dy).rgb;
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l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
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r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
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vec3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +dy).rgb;
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l2 = texture(in_texture, pC4 -dx +dy).rgb;
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l1 = texture(in_texture, pC4 +dy).rgb;
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r1 = texture(in_texture, pC4 +dx +dy).rgb;
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r2 = texture(in_texture, pC4 +x2 +dy).rgb;
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r3 = texture(in_texture, pC4 +x3 +dy).rgb;
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l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
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r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
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vec3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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l3 = texture(in_texture, pC4 -x2 +y2).rgb;
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l2 = texture(in_texture, pC4 -dx +y2).rgb;
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l1 = texture(in_texture, pC4 +y2).rgb;
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r1 = texture(in_texture, pC4 +dx +y2).rgb;
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r2 = texture(in_texture, pC4 +x2 +y2).rgb;
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r3 = texture(in_texture, pC4 +x3 +y2).rgb;
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l3=pow(l3,glow_gamma_vec3); l2=pow(l2,glow_gamma_vec3); l1=pow(l1,glow_gamma_vec3);
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r1=pow(r1,glow_gamma_vec3); r2=pow(r2,glow_gamma_vec3); r3=pow(r3,glow_gamma_vec3);
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vec3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
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wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-my_glowpixy*wl2);
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wl1 = fp.y; wl1*=wl1; wl1 = exp2(-my_glowpixy*wl1);
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wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-my_glowpixy*wr1);
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wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-my_glowpixy*wr2);
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wt = 1.0/(wl2+wl1+wr1+wr2);
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vec3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
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return vec4(Bloom*my_glow,1.0);
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}
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vec4 dumb_glow(sampler2D in_texture, float my_glow, float glow_gamma, vec2 coords) {
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vec3 pixel_in = texture(in_texture, coords ).rgb;
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pixel_in = pow(pixel_in,vec3(glow_gamma))*my_glow;
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return vec4(pixel_in,0.0);
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}
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vec4 pixel_glow(sampler2D in_texture, float my_glowpix, float my_glowpixy, float my_glow, float glow_gamma, vec2 coords, vec4 SourceSize1, vec4 SourceSize2) {
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if ( (my_glowpix >= GLOW_SHARP_MAX) && (my_glowpixy >= GLOW_SHARP_MAX) ) {
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return dumb_glow(in_texture, my_glow,glow_gamma,coords);
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}
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return pixel_glow_std_pow(in_texture,my_glowpix,my_glowpixy,my_glow,glow_gamma,coords,SourceSize1, SourceSize2);
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//return pixel_glow_my_pow(in_texture,my_glowpix,my_glowpixy,my_glow,glow_gamma,coords,SourceSize1, SourceSize2);
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/* if (glow_gamma == 1) { return pixel_glow_gamma_1(in_texture, my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 2) { return pixel_glow_gamma_2(in_texture, my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 3) { return pixel_glow_gamma_3(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 4) { return pixel_glow_gamma_4(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 5) { return pixel_glow_gamma_5(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 6) { return pixel_glow_gamma_6(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 7) { return pixel_glow_gamma_7(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 8) { return pixel_glow_gamma_8(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 9) { return pixel_glow_gamma_9(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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if (glow_gamma == 10) { return pixel_glow_gamma_10(in_texture,my_glowpix,my_glowpixy,my_glow,coords,SourceSize1, SourceSize2); }
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return pixel_glow_std_pow(in_texture,my_glowpix,my_glowpixy,my_glow,glow_gamma,coords,SourceSize1, SourceSize2);
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*/
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}
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