/*{ "CREDIT": "by VIDVOX", "ISFVSN": "2", "CATEGORIES": [ "Stylize", "Noise" ], "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "NAME": "cell_size", "TYPE": "float", "MIN": 0.001, "MAX": 0.5, "DEFAULT": 0.025 }, { "NAME": "sigGain", "TYPE": "float", "MIN": 0.0, "MAX": 1.0, "DEFAULT": 0.0 }, { "NAME": "mode", "VALUES": [ 0, 1 ], "LABELS": [ "Multiply", "Threshold" ], "DEFAULT": 1, "TYPE": "long" }, { "NAME": "shape", "VALUES": [ 0, 1 ], "LABELS": [ "Square", "Rectangle" ], "DEFAULT": 0, "TYPE": "long" } ] }*/ #ifndef GL_ES float distance (vec2 center, vec2 pt) { float tmp = pow(center.x-pt.x,2.0)+pow(center.y-pt.y,2.0); return pow(tmp,0.5); } #endif float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } void main() { // CALCULATE EDGES OF CURRENT CELL // At 0.0 just do a pass-thru if (cell_size == 0.0) { gl_FragColor = IMG_THIS_PIXEL(inputImage); } else { // Position of current pixel vec2 xy; xy.x = isf_FragNormCoord[0]; xy.y = isf_FragNormCoord[1]; // Left and right of tile float CellWidth = cell_size; float CellHeight = cell_size; if (shape==0) { CellHeight = cell_size * RENDERSIZE.x / RENDERSIZE.y; } float x1 = floor(xy.x / CellWidth)*CellWidth; float x2 = clamp((ceil(xy.x / CellWidth)*CellWidth), 0.0, 1.0); // Top and bottom of tile float y1 = floor(xy.y / CellHeight)*CellHeight; float y2 = clamp((ceil(xy.y / CellHeight)*CellHeight), 0.0, 1.0); // GET AVERAGE CELL COLOUR // Average left and right pixels vec4 original = IMG_THIS_PIXEL(inputImage); vec4 avgX = (IMG_NORM_PIXEL(inputImage, vec2(x1, y1))+(IMG_NORM_PIXEL(inputImage, vec2(x2, y1)))) / 2.0; // Average top and bottom pixels vec4 avgY = (IMG_NORM_PIXEL(inputImage, vec2(x1, y1))+(IMG_NORM_PIXEL(inputImage, vec2(x1, y2)))) / 2.0; // Centre pixel vec4 avgC = IMG_NORM_PIXEL(inputImage, vec2(x1+(CellWidth/2.0), y2+(CellHeight/2.0))); // Average the averages + centre vec4 avgClr = (avgX+avgY+avgC) / 3.0; avgClr.a = original.a; float thresh = (avgClr.r + avgClr.g + avgClr.b) * avgClr.a / 3.0; if (mode == 0) { float rVal = (1.0 + sigGain) * rand(xy + thresh); rVal = (rVal > 1.0) ? 1.0 : rVal; avgClr.rgb *= rVal; } else if (mode == 1) { float rVal = rand(xy + thresh) / (1.0 + sigGain); rVal = (rVal > 1.0) ? 1.0 : rVal; avgClr = (thresh > rVal) ? avgClr : vec4(0.0,0.0,0.0,original.a); } gl_FragColor = avgClr; } }