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@@ -80,10 +80,13 @@ public: |
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m_deltascale[i] = 1.0; |
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m_dirty[i] = 2; |
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} |
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m_center = -0.75; |
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#if defined __CELLOS_LV2__ || defined __native_client__ |
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m_zoom_speed = -0.0025; |
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//m_center = f64cmplx(-.22815528839841, -1.11514249704382); |
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//m_center = f64cmplx(0.001643721971153, 0.822467633298876); |
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m_center = f64cmplx(-0.65823419062254, .50221777363480); |
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m_zoom_speed = 0;//-0.0025; |
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#else |
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m_center = -0.75; |
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m_zoom_speed = 0.0; |
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#endif |
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m_radius = 5.0; |
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@@ -207,11 +210,7 @@ public: |
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zoom = 1e-14 / m_radius; |
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} |
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m_radius *= zoom; |
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#if defined __CELLOS_LV2__ || defined __native_client__ |
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//m_center = f64cmplx(-.22815528839841, -1.11514249704382); |
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//m_center = f64cmplx(0.001643721971153, 0.822467633298876); |
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m_center = f64cmplx(-0.65823419062254, .50221777363480); |
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#else |
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#if !defined __CELLOS_LV2__ && !defined __native_client__ |
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m_center = (m_center - worldmouse) * zoom + worldmouse; |
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worldmouse = m_center + ScreenToWorldOffset(mousepos); |
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#endif |
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@@ -369,7 +368,8 @@ public: |
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#endif |
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"attribute vec2 in_TexCoord;" |
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"attribute vec2 in_Vertex;" |
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"void main(void) {" |
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"void main(void)" |
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"{" |
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" gl_Position = vec4(in_Vertex, 0.0, 1.0);" |
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#if defined HAVE_GLES_2X |
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" pass_TexCoord = in_TexCoord;" |
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@@ -391,73 +391,93 @@ public: |
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"uniform mat4 in_ZoomSettings;" |
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"uniform sampler2D in_Texture;" |
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"" |
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"float mylen(vec2 p) {" |
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//" return abs(p.x) + abs(p.y);" |
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" return 0.001 + p.x * p.x + p.y * p.y;" |
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//" return 0.001 + length(p);" |
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"float mylen(vec2 p)" |
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"{" |
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" p *= in_TexelSize.zw;" /* Correct for aspect ratio */ |
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//" return 0.001 + abs(p.x) + abs(p.y);" |
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//" return 0.1 + length(p);" |
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" vec2 q = p * p;" |
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" return 0.01 + q.x + q.y;" |
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"}" |
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"" |
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/* Get the coordinate of the nearest point in slice 0 in xy, |
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* and the squared distance to that point in z. |
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* p is in normalised [0,1] texture coordinates. |
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* return value has the 0.25 Y scaling. */ |
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"vec3 nearest0(vec2 p) {" |
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"vec3 nearest0(vec2 p)" |
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"{" |
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/* Step 1: center point in [-.5,.5], apply zoom and |
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* translation transformation, and go back to texture |
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* coordinates in [0,1]. That's the ideal point we |
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* would like to compute the value for. */ |
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" p -= vec2(0.5, 0.5);" |
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" p *= in_ZoomSettings[0][2];" |
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" p += vec2(in_ZoomSettings[0][0], -in_ZoomSettings[0][1]);" |
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" p += vec2(0.5, 0.5);" |
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" vec2 q = p + 0.5 * in_TexelSize.xy;" |
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/* Step 2: find out the (rounded) texel coordinates in |
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* the half-resolution slice. We use an offset of 15/32 |
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* instead of 1/2 to avoid rounding issues at edges. */ |
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" vec2 q = p + 0.46875 * in_TexelSize.xy;" |
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" q = in_TexelSize.xy" |
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" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));" |
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/* Step 3: go back to full-resolution texel coordinates |
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* so that we know the error between the pixel we get |
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* and the pixel we wanted. */ |
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" vec2 r = q - 0.5 * in_TexelSize.xy;" |
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" float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)" |
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" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)" |
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" ? 1.0 / mylen(r - p) : 0.0;" |
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/* Step 4: return final texel coordinates and |
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* corresponding error value. */ |
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" return vec3(q * vec2(1.0, 0.25), l);" |
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"}" |
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"" |
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"vec3 nearest1(vec2 p) {" |
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"vec3 nearest1(vec2 p)" |
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"{" |
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" p -= vec2(0.5, 0.5);" |
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" p *= in_ZoomSettings[1][2];" |
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" p += vec2(in_ZoomSettings[1][0], -in_ZoomSettings[1][1]);" |
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" p += vec2(0.5, 0.5);" |
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" vec2 q = p + -0.5 * in_TexelSize.xy;" |
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" vec2 q = p + -0.46875 * in_TexelSize.xy;" |
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" q = in_TexelSize.xy" |
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" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));" |
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" vec2 r = q - -0.5 * in_TexelSize.xy;" |
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" float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)" |
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" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)" |
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" ? 1.0 / mylen(r - p) : 0.0;" |
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" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.25), l);" |
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"}" |
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"" |
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"vec3 nearest2(vec2 p) {" |
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"vec3 nearest2(vec2 p)" |
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"{" |
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" p -= vec2(0.5, 0.5);" |
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" p *= in_ZoomSettings[2][2];" |
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" p += vec2(in_ZoomSettings[2][0], -in_ZoomSettings[2][1]);" |
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" p += vec2(0.5, 0.5);" |
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" vec2 q = p + vec2(0.5, -0.5) * in_TexelSize.xy;" |
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" vec2 q = p + vec2(0.46875, -0.46875) * in_TexelSize.xy;" |
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" q = in_TexelSize.xy" |
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" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));" |
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" vec2 r = q - vec2(0.5, -0.5) * in_TexelSize.xy;" |
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" float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)" |
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" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)" |
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" ? 1.0 / mylen(r - p) : 0.0;" |
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" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.50), l);" |
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"}" |
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"" |
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"vec3 nearest3(vec2 p) {" |
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"vec3 nearest3(vec2 p)" |
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"{" |
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" p -= vec2(0.5, 0.5);" |
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" p *= in_ZoomSettings[3][2];" |
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" p += vec2(in_ZoomSettings[3][0], -in_ZoomSettings[3][1]);" |
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" p += vec2(0.5, 0.5);" |
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" vec2 q = p + vec2(-0.5, 0.5) * in_TexelSize.xy;" |
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" vec2 q = p + vec2(-0.46875, 0.46875) * in_TexelSize.xy;" |
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" q = in_TexelSize.xy" |
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" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));" |
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" vec2 r = q - vec2(-0.5, 0.5) * in_TexelSize.xy;" |
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" float l = (abs(q.x - 0.5) < 0.5 && abs(q.y - 0.5) < 0.5)" |
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" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)" |
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" ? 1.0 / mylen(r - p) : 0.0;" |
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" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.75), l);" |
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"}" |
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"" |
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"void main(void) {" |
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"void main(void)" |
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"{" |
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#if defined HAVE_GLES_2X |
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" vec2 coord = pass_TexCoord;" |
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#else |
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@@ -472,12 +492,12 @@ public: |
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" vec4 p1 = texture2D(in_Texture, k1.xy);" |
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" vec4 p2 = texture2D(in_Texture, k2.xy);" |
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" vec4 p3 = texture2D(in_Texture, k3.xy);" |
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//"if (k0.z >= k1.z && k0.z >= k2.z && k0.z >= k3.z) gl_FragColor = p0;" |
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//"if (k1.z >= k0.z && k1.z >= k2.z && k1.z >= k3.z) gl_FragColor = p1;" |
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//"if (k2.z >= k0.z && k2.z >= k1.z && k2.z >= k3.z) gl_FragColor = p2;" |
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//"if (k3.z >= k0.z && k3.z >= k1.z && k3.z >= k2.z) gl_FragColor = p3;" |
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" gl_FragColor = 1.0 / (k0.z + k1.z + k2.z + k3.z)" |
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" * (k0.z * p0 + k1.z * p1 + k2.z * p2 + k3.z * p3);" |
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"if (k0.z >= k1.z && k0.z >= k2.z && k0.z >= k3.z) gl_FragColor = p0;" |
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"if (k1.z >= k0.z && k1.z >= k2.z && k1.z >= k3.z) gl_FragColor = p1;" |
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"if (k2.z >= k0.z && k2.z >= k1.z && k2.z >= k3.z) gl_FragColor = p2;" |
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"if (k3.z >= k0.z && k3.z >= k1.z && k3.z >= k2.z) gl_FragColor = p3;" |
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// " gl_FragColor = 1.0 / (k0.z + k1.z + k2.z + k3.z)" |
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// " * (k0.z * p0 + k1.z * p1 + k2.z * p2 + k3.z * p3);" |
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"}" |
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#else |
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"void main(float4 in_Position : POSITION," |
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@@ -489,7 +509,8 @@ public: |
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" out_Position = in_Position;" |
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"}", |
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"float3 nearest0(float2 p, float4 in_TexelSize) {" |
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"float3 nearest0(float2 p, float4 in_TexelSize)" |
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"{" |
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" float2 q = p + 0.5 * in_TexelSize.xy;" |
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" q -= fmod(q, 2.0 * in_TexelSize.xy);" |
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" q += 0.5 * in_TexelSize.xy;" |
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@@ -497,7 +518,8 @@ public: |
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" length(q - p));" |
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"}" |
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"" |
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"float3 nearest1(float2 p, float4 in_TexelSize) {" |
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"float3 nearest1(float2 p, float4 in_TexelSize)" |
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"{" |
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" float2 q = p - 0.5 * in_TexelSize.xy;" |
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" q -= fmod(q, 2.0 * in_TexelSize.xy);" |
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" q += 1.5 * in_TexelSize.xy;" |
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@@ -505,7 +527,8 @@ public: |
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" length(q - p));" |
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"}" |
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"" |
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"float3 nearest2(float2 p, float4 in_TexelSize) {" |
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"float3 nearest2(float2 p, float4 in_TexelSize)" |
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"{" |
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" float2 q = p + float2(0.5, -0.5) * in_TexelSize.xy;" |
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" q -= fmod(q, 2.0 * in_TexelSize.xy);" |
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" q += float2(0.5, 1.5) * in_TexelSize.xy;" |
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@@ -513,7 +536,8 @@ public: |
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" length(q - p));" |
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"}" |
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"" |
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"float3 nearest3(float2 p, float4 in_TexelSize) {" |
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"float3 nearest3(float2 p, float4 in_TexelSize)" |
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"{" |
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" float2 q = p + float2(-0.5, 0.5) * in_TexelSize.xy;" |
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" q -= fmod(q, 2.0 * in_TexelSize.xy);" |
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" q += float2(1.5, 0.5) * in_TexelSize.xy;" |
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