You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
111 lines
5.7 KiB
111 lines
5.7 KiB
#extension GL_OES_EGL_image_external : require
|
|
|
|
precision highp float;
|
|
|
|
uniform samplerExternalOES inputImageTexture;
|
|
uniform vec2 singleStepOffset;
|
|
|
|
varying vec2 textureCoordinate;
|
|
|
|
const vec4 params = vec4(0.748, 0.874, 0.241, 0.241);
|
|
const vec3 W = vec3(0.299,0.587,0.114);
|
|
const mat3 saturateMatrix = mat3(
|
|
1.1102,-0.0598,-0.061,
|
|
-0.0774,1.0826,-0.1186,
|
|
-0.0228,-0.0228,1.1772);
|
|
|
|
vec2 blurCoordinates[24];
|
|
|
|
float hardLight(float color) {
|
|
if(color <= 0.5) {
|
|
color = color * color * 2.0;
|
|
} else {
|
|
color = 1.0 - ((1.0 - color)*(1.0 - color) * 2.0);
|
|
}
|
|
return color;
|
|
}
|
|
|
|
void main() {
|
|
vec3 centralColor = texture2D(inputImageTexture, textureCoordinate).rgb;
|
|
|
|
blurCoordinates[0] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -10.0);
|
|
blurCoordinates[1] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 10.0);
|
|
blurCoordinates[2] = textureCoordinate.xy + singleStepOffset * vec2(-10.0, 0.0);
|
|
blurCoordinates[3] = textureCoordinate.xy + singleStepOffset * vec2(10.0, 0.0);
|
|
blurCoordinates[4] = textureCoordinate.xy + singleStepOffset * vec2(5.0, -8.0);
|
|
blurCoordinates[5] = textureCoordinate.xy + singleStepOffset * vec2(5.0, 8.0);
|
|
blurCoordinates[6] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, 8.0);
|
|
blurCoordinates[7] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, -8.0);
|
|
blurCoordinates[8] = textureCoordinate.xy + singleStepOffset * vec2(8.0, -5.0);
|
|
blurCoordinates[9] = textureCoordinate.xy + singleStepOffset * vec2(8.0, 5.0);
|
|
blurCoordinates[10] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, 5.0);
|
|
blurCoordinates[11] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, -5.0);
|
|
blurCoordinates[12] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -6.0);
|
|
blurCoordinates[13] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 6.0);
|
|
blurCoordinates[14] = textureCoordinate.xy + singleStepOffset * vec2(6.0, 0.0);
|
|
blurCoordinates[15] = textureCoordinate.xy + singleStepOffset * vec2(-6.0, 0.0);
|
|
blurCoordinates[16] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, -4.0);
|
|
blurCoordinates[17] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, 4.0);
|
|
blurCoordinates[18] = textureCoordinate.xy + singleStepOffset * vec2(4.0, -4.0);
|
|
blurCoordinates[19] = textureCoordinate.xy + singleStepOffset * vec2(4.0, 4.0);
|
|
blurCoordinates[20] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, -2.0);
|
|
blurCoordinates[21] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, 2.0);
|
|
blurCoordinates[22] = textureCoordinate.xy + singleStepOffset * vec2(2.0, -2.0);
|
|
blurCoordinates[23] = textureCoordinate.xy + singleStepOffset * vec2(2.0, 2.0);
|
|
|
|
float sampleColor = centralColor.g * 22.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[0]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[1]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[2]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[3]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[4]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[5]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[6]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[7]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[8]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[9]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[10]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[11]).g;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[12]).g * 2.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[13]).g * 2.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[14]).g * 2.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[15]).g * 2.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[16]).g * 2.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[17]).g * 2.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[18]).g * 2.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[19]).g * 2.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[20]).g * 3.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[21]).g * 3.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[22]).g * 3.0;
|
|
sampleColor += texture2D(inputImageTexture, blurCoordinates[23]).g * 3.0;
|
|
sampleColor = sampleColor / 62.0;
|
|
|
|
float highPass = centralColor.g - sampleColor + 0.5;
|
|
|
|
for(int i = 0; i < 5;i++)
|
|
{
|
|
highPass = hardLight(highPass);
|
|
}
|
|
float luminance = dot(centralColor, W);
|
|
float alpha = pow(luminance, params.r);
|
|
|
|
vec3 smoothColor = centralColor + (centralColor-vec3(highPass))*alpha*0.1;
|
|
|
|
smoothColor.r = clamp(pow(smoothColor.r, params.g),0.0,1.0);
|
|
smoothColor.g = clamp(pow(smoothColor.g, params.g),0.0,1.0);
|
|
smoothColor.b = clamp(pow(smoothColor.b, params.g),0.0,1.0);
|
|
|
|
vec3 screen = vec3(1.0) - (vec3(1.0)-smoothColor) * (vec3(1.0)-centralColor);
|
|
vec3 lighten = max(smoothColor, centralColor);
|
|
vec3 softLight = 2.0 * centralColor*smoothColor + centralColor*centralColor
|
|
- 2.0 * centralColor*centralColor * smoothColor;
|
|
|
|
gl_FragColor = vec4(mix(centralColor, screen, alpha), 1.0);
|
|
gl_FragColor.rgb = mix(gl_FragColor.rgb, lighten, alpha);
|
|
gl_FragColor.rgb = mix(gl_FragColor.rgb, softLight, params.b);
|
|
|
|
vec3 satColor = gl_FragColor.rgb * saturateMatrix;
|
|
gl_FragColor.rgb = mix(gl_FragColor.rgb, satColor, params.a);
|
|
|
|
gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(-0.096));
|
|
} |