fx 13 sobel filter
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+2
-2
@@ -94,8 +94,8 @@ make -f Makefile.dev release-arch
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- [ ] src 15 : ?
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- [x] fx 11 : spill
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- [x] fx 12 : game of life
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- [ ] fx 13 : colorize range (pretty color ranges)
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- [ ] fx 14 : ?
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- [x] fx 13 : sobel
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- [ ] fx 14 : colorize range (pretty color ranges)
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- [ ] fx 15 : ?
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- [x] frag 10 : move debug screen here
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- [ ] debug : add src/fx/A/B indicators
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@@ -153,9 +153,9 @@ options:
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| | **9** | Isometric grid | _Zoom_ | _Scroll_ | _Elevation_ | Lens | _Lens limit_ | _Lens power_ | _Pre Zoom_ |
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| **3** | **A** | Video In 2 + Thru | _Hue_ | _Saturation_ | _Light_ | Spill | _Bottom limit_ | _Top Limit_ | _Rotation_ |
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| | **B** | Scales | _Zoom_ | _Shape_ | _Ripples_ | Game Of Life | _Pixel Size_ | _Ruleset/Threshold_ | _Feedback_ |
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| | **C** | (same as 1) | | | | | (same as 1) | | |
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| | **D** | (same as 2) | | | | | (same as 2) | | |
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| | **E** | (same as 3) | | | | | (same as 3) | | |
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| | **C** | (same as 6) | | | | Sobel Filter | _Horz. filter_ | _Vert. filter_ | _Filter Size_ |
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| | **D** | (same as 7) | | | | (same as 0) | | | |
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| | **E** | (same as 8) | | | | (same as 1) | | | |
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TODO update
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@@ -273,6 +273,22 @@ vec4 reframe_b(sampler2D tex, vec2 uv)
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return texture(tex, uv);
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}
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vec4 kernel(sampler2D tex, vec2 uv, mat3x3 k, float spm)
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{
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int x, y;
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vec2 offset;
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vec4 sum = vec4(0);
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for (y = -1; y <= 1; ++y) {
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for (x = -1; x <= 1; ++x) {
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offset = vec2(x, y) * spm;
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if (abs(k[x + 1][y + 1]) > 0) {
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sum += k[x + 1][y + 1] * texture(tex, uv + offset);
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}
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}
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}
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return sum;
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}
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// BLUR
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float gaussian_weight(float x, float sigma)
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+15
-6
@@ -367,7 +367,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
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vec3 c0 = texture(previous, uv0).xyz;
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vec2 uv2 = uv1;
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float k1 = pow(2, 10 - floor(pixel_size * 6));
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float k1 = pow(2, 9 - floor(pixel_size * 5));
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float p = 1 / k1;
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uv2 = round(uv2 * k1) / k1;
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vec3 c1 = mix(
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@@ -458,10 +458,9 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed
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return fx_master(c0, cout, seed, m0);
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}
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// TODO FX 13
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// FX 13 : Sobel
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subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
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{
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return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
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// start
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vec2 uv0 = vUV.st;
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@@ -470,10 +469,20 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
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// controls
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float sx = magic(f1, b1, seed + 10) * 2;
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float sy = magic(f2, b2, seed + 20) * 2;
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float disp = 0.005 * magic(f3, b3, seed + 30);
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// logic
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vec3 c0 = texture(previous, uv0).xyz;
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vec3 c = c0;
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const mat3x3 sobelx = {{-1, -2, -1}, {0, 0, 0}, {1, 2, 1}};
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const mat3x3 sobely = {{-1, 0, 1}, {-2, 0, 2}, {-1, 0, 1}};
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mat3x3 sobel = sobelx * sx + sobely * sy;
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vec3 c = abs(kernel(previous, uv0, sobel, disp).xyz);
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return fx_master(c0, c, seed, m0);
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}
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@@ -481,7 +490,7 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed
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// TODO FX 14
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subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
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{
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return fx_3(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
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return fx_1(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
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// start
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vec2 uv0 = vUV.st;
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@@ -501,7 +510,7 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed
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// TODO FX 15
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subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec3 m0)
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{
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return fx_4(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
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return fx_2(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, m0);
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// start
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vec2 uv0 = vUV.st;
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+11
-3
@@ -175,6 +175,10 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// SRC 6 : video in 1 + thru
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subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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if (iDemo > 0) {
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return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
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}
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return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
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}
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@@ -335,6 +339,10 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// SRC 11 : video in 2 + thru
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subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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if (iDemo > 0) {
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return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
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}
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return src_thru(vUV, iTex4, seed, b1, f1, b2, f2, b3, f3);
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}
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@@ -384,7 +392,7 @@ subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// TODO SRC 13
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subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_2(vUV, seed, b1, f1, b2, f2, b3, f3);
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return src_7(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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vec2 uv0 = vUV.st;
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@@ -401,7 +409,7 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// TODO SRC 14
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subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_3(vUV, seed, b1, f1, b2, f2, b3, f3);
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return src_8(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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vec2 uv0 = vUV.st;
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@@ -418,7 +426,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// TODO SRC 15
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subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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return src_4(vUV, seed, b1, f1, b2, f2, b3, f3);
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return src_9(vUV, seed, b1, f1, b2, f2, b3, f3);
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// start
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vec2 uv0 = vUV.st;
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