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December 4, 2017 11:31
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#define INPUTPLANE 1 | |
precision highp float; | |
uniform sampler2D tex; | |
uniform mat3 weight[128]; | |
uniform vec2 pixSize; | |
uniform float bias; | |
varying vec2 uv; | |
void main() { | |
vec4 inputOffset[1]; | |
inputOffset[0] = vec4(0,0,0.062499,0.124999); | |
float sum = 0.0; | |
for (int i = 0; i < INPUTPLANE; ++i) { | |
vec2 tuv = uv + inputOffset[i].xy; | |
mat3 pix = mat3( | |
vec3(texture2D(tex, tuv + vec2(-pixSize.x, -pixSize.y)).x, | |
texture2D(tex, tuv + vec2( 0, -pixSize.y)).x, | |
texture2D(tex, tuv + vec2( pixSize.x, -pixSize.y)).x), | |
vec3(texture2D(tex, tuv + vec2(-pixSize.x, 0)).x, | |
texture2D(tex, tuv + vec2( 0, 0)).x, | |
texture2D(tex, tuv + vec2( pixSize.x, 0)).x), | |
vec3(texture2D(tex, tuv + vec2(-pixSize.x, pixSize.y)).x, | |
texture2D(tex, tuv + vec2( 0, pixSize.y)).x, | |
texture2D(tex, tuv + vec2( pixSize.x, pixSize.y)).x) | |
); | |
sum += dot(weight[i][0].xyz, pix[0].xyz); | |
sum += dot(weight[i][1].xyz, pix[1].xyz); | |
sum += dot(weight[i][2].xyz, pix[2].xyz); | |
} | |
sum += bias; | |
sum = max(sum, 0.0) + min(sum, 0.0) * 0.1; | |
gl_FragColor = vec4(sum,sum,sum,1.0); | |
} | |
#define INPUTPLANE 32 | |
precision highp float; | |
uniform sampler2D tex; | |
uniform mat3 weight[128]; | |
uniform vec2 pixSize; | |
uniform float bias; | |
varying vec2 uv; | |
void main() { | |
vec4 inputOffset[32]; | |
inputOffset[0] = vec4(0,0,0.062499,0.124999); | |
inputOffset[1] = vec4(0.0625,0,0.124999,0.124999); | |
inputOffset[2] = vec4(0.125,0,0.187499,0.124999); | |
inputOffset[3] = vec4(0.1875,0,0.249999,0.124999); | |
inputOffset[4] = vec4(0.25,0,0.312499,0.124999); | |
inputOffset[5] = vec4(0.3125,0,0.374999,0.124999); | |
inputOffset[6] = vec4(0.375,0,0.437499,0.124999); | |
inputOffset[7] = vec4(0.4375,0,0.499999,0.124999); | |
inputOffset[8] = vec4(0.5,0,0.562499,0.124999); | |
inputOffset[9] = vec4(0.5625,0,0.624999,0.124999); | |
inputOffset[10] = vec4(0.625,0,0.687499,0.124999); | |
inputOffset[11] = vec4(0.6875,0,0.749999,0.124999); | |
inputOffset[12] = vec4(0.75,0,0.812499,0.124999); | |
inputOffset[13] = vec4(0.8125,0,0.874999,0.124999); | |
inputOffset[14] = vec4(0.875,0,0.937499,0.124999); | |
inputOffset[15] = vec4(0.9375,0,0.999999,0.124999); | |
inputOffset[16] = vec4(0,0.125,0.062499,0.249999); | |
inputOffset[17] = vec4(0.0625,0.125,0.124999,0.249999); | |
inputOffset[18] = vec4(0.125,0.125,0.187499,0.249999); | |
inputOffset[19] = vec4(0.1875,0.125,0.249999,0.249999); | |
inputOffset[20] = vec4(0.25,0.125,0.312499,0.249999); | |
inputOffset[21] = vec4(0.3125,0.125,0.374999,0.249999); | |
inputOffset[22] = vec4(0.375,0.125,0.437499,0.249999); | |
inputOffset[23] = vec4(0.4375,0.125,0.499999,0.249999); | |
inputOffset[24] = vec4(0.5,0.125,0.562499,0.249999); | |
inputOffset[25] = vec4(0.5625,0.125,0.624999,0.249999); | |
inputOffset[26] = vec4(0.625,0.125,0.687499,0.249999); | |
inputOffset[27] = vec4(0.6875,0.125,0.749999,0.249999); | |
inputOffset[28] = vec4(0.75,0.125,0.812499,0.249999); | |
inputOffset[29] = vec4(0.8125,0.125,0.874999,0.249999); | |
inputOffset[30] = vec4(0.875,0.125,0.937499,0.249999); | |
inputOffset[31] = vec4(0.9375,0.125,0.999999,0.249999); | |
float sum = 0.0; | |
for (int i = 0; i < INPUTPLANE; ++i) { | |
vec2 tuv = uv + inputOffset[i].xy; | |
mat3 pix = mat3( | |
vec3(texture2D(tex, tuv + vec2(-pixSize.x, -pixSize.y)).x, | |
texture2D(tex, tuv + vec2( 0, -pixSize.y)).x, | |
texture2D(tex, tuv + vec2( pixSize.x, -pixSize.y)).x), | |
vec3(texture2D(tex, tuv + vec2(-pixSize.x, 0)).x, | |
texture2D(tex, tuv + vec2( 0, 0)).x, | |
texture2D(tex, tuv + vec2( pixSize.x, 0)).x), | |
vec3(texture2D(tex, tuv + vec2(-pixSize.x, pixSize.y)).x, | |
texture2D(tex, tuv + vec2( 0, pixSize.y)).x, | |
texture2D(tex, tuv + vec2( pixSize.x, pixSize.y)).x) | |
); | |
sum += dot(weight[i][0].xyz, pix[0].xyz); | |
sum += dot(weight[i][1].xyz, pix[1].xyz); | |
sum += dot(weight[i][2].xyz, pix[2].xyz); | |
} | |
sum += bias; | |
sum = max(sum, 0.0) + min(sum, 0.0) * 0.1; | |
gl_FragColor = vec4(sum,sum,sum,1.0); | |
} |
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