miscellaneous shader changes

Since sequence resolution is provided to the nodes now, it no longer needs to be a global in the shaders
Removed some unused shaders
Added default params to ShaderCode to allow skipping types that aren't used
This commit is contained in:
itsmattkc
2020-11-22 10:31:37 +11:00
parent b9e0bfb679
commit 065fc9e10e
14 changed files with 81 additions and 140 deletions
+3 -1
View File
@@ -83,7 +83,7 @@ void BlurFilterNode::Retranslate()
ShaderCode BlurFilterNode::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/blur.frag"), QString());
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/blur.frag"));
}
NodeValueTable BlurFilterNode::Value(NodeValueDatabase &value) const
@@ -96,6 +96,8 @@ NodeValueTable BlurFilterNode::Value(NodeValueDatabase &value) const
job.InsertValue(horiz_input_, value);
job.InsertValue(vert_input_, value);
job.InsertValue(repeat_edge_pixels_input_, value);
job.InsertValue(QStringLiteral("resolution_in"),
ShaderValue(value[QStringLiteral("global")].Get(NodeParam::kVec2, QStringLiteral("resolution")), NodeParam::kVec2));
NodeValueTable table = value.Merge();
+4 -4
View File
@@ -28,11 +28,11 @@ MosaicFilterNode::MosaicFilterNode()
AddInput(tex_input_);
horiz_input_ = new NodeInput(QStringLiteral("horiz_in"), NodeParam::kFloat);
horiz_input_->set_property(QStringLiteral("min"), 1.0f);
horiz_input_->set_property(QStringLiteral("min"), 1.0);
AddInput(horiz_input_);
vert_input_ = new NodeInput(QStringLiteral("vert_in"), NodeParam::kFloat);
vert_input_->set_property(QStringLiteral("min"), 1.0f);
vert_input_->set_property(QStringLiteral("min"), 1.0);
AddInput(vert_input_);
}
@@ -51,7 +51,7 @@ NodeValueTable MosaicFilterNode::Value(NodeValueDatabase &value) const
job.InsertValue(horiz_input_, value);
job.InsertValue(vert_input_, value);
// Mipmapping makes this look weird
// Mipmapping makes this look weird, so we just use bilinear for finding the color of each block
job.SetInterpolation(tex_input_, Texture::kLinear);
NodeValueTable table = value.Merge();
@@ -75,7 +75,7 @@ ShaderCode MosaicFilterNode::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/mosaic.frag"), QString());
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/mosaic.frag"));
}
}
+3 -1
View File
@@ -91,6 +91,8 @@ NodeValueTable StrokeFilterNode::Value(NodeValueDatabase &value) const
job.InsertValue(radius_input_, value);
job.InsertValue(opacity_input_, value);
job.InsertValue(inner_input_, value);
job.InsertValue(QStringLiteral("resolution_in"),
ShaderValue(value[QStringLiteral("global")].Get(NodeParam::kVec2, QStringLiteral("resolution")), NodeParam::kVec2));
NodeValueTable table = value.Merge();
@@ -110,7 +112,7 @@ ShaderCode StrokeFilterNode::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/stroke.frag"), QString());
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/stroke.frag"));
}
}
+1 -1
View File
@@ -77,7 +77,7 @@ ShaderCode SolidGenerator::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/solid.frag"), QString());
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/solid.frag"));
}
}
+1 -1
View File
@@ -66,7 +66,7 @@ ShaderCode MergeNode::GetShaderCode(const QString &shader_id) const
{
Q_UNUSED(shader_id)
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/alphaover.frag"), QString());
return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/alphaover.frag"));
}
NodeValueTable MergeNode::Value(NodeValueDatabase &value) const
+1 -1
View File
@@ -27,7 +27,7 @@ namespace olive {
class ShaderCode {
public:
ShaderCode(const QString& frag_code, const QString& vert_code) :
ShaderCode(const QString& frag_code = QString(), const QString& vert_code = QString()) :
frag_code_(frag_code),
vert_code_(vert_code)
{
+3 -3
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@@ -4,8 +4,8 @@ uniform float radius_in;
uniform bool horiz_in;
uniform bool vert_in;
uniform bool repeat_edge_pixels_in;
uniform vec2 resolution_in;
uniform vec2 ove_resolution;
uniform int ove_iteration;
in vec2 ove_texcoord;
@@ -107,9 +107,9 @@ void main(void) {
vec2 pixel_coord = ove_texcoord;
if (mode == MODE_HORIZONTAL) {
pixel_coord.x += i / ove_resolution.x;
pixel_coord.x += i / resolution_in.x;
} else if (mode == MODE_VERTICAL) {
pixel_coord.y += i / ove_resolution.y;
pixel_coord.y += i / resolution_in.y;
}
if (repeat_edge_pixels_in
-26
View File
@@ -1,26 +0,0 @@
// Inputs
uniform int orientation;
uniform vec3 color_a;
uniform vec3 color_b;
// Standard inputs
uniform vec2 ove_resolution;
in vec2 ove_texcoord;
out vec4 fragColor;
void main(void) {
float t;
// This very roughly conforms to Qt::Orientation
if (orientation == 1) {
// Horizontal orientation
t = ove_texcoord.x;
} else {
// Vertical orientation
t = 1.0 - ove_texcoord.y;
}
fragColor = vec4(mix(color_a, color_b, t), 1.0);
}
-92
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@@ -1,92 +0,0 @@
// Custom inputs
uniform float hsv_value;
// Standard inputs
uniform vec2 ove_resolution;
in vec2 ove_texcoord;
out vec4 fragColor;
// Color wheel uses PI
#define M_PI 3.1415926535897932384626433832795
vec3 hsv_to_rgb(float H, float S, float V) {
float C = S * V;
float X = C * (1.0 - abs(mod(H / 60.0, 2.0) - 1.0));
float m = V - C;
float Rs, Gs, Bs;
if(H >= 0.0 && H < 60.0) {
Rs = C;
Gs = X;
Bs = 0.0;
}
else if(H >= 60.0 && H < 120.0) {
Rs = X;
Gs = C;
Bs = 0.0;
}
else if(H >= 120.0 && H < 180.0) {
Rs = 0.0;
Gs = C;
Bs = X;
}
else if(H >= 180.0 && H < 240.0) {
Rs = 0.0;
Gs = X;
Bs = C;
}
else if(H >= 240.0 && H < 300.0) {
Rs = X;
Gs = 0.0;
Bs = C;
}
else {
Rs = C;
Gs = 0.0;
Bs = X;
}
return vec3(Rs + m, Gs + m, Bs + m);
}
void main(void) {
vec2 center = vec2(0.5, 0.5);
float radius = 0.5;
vec2 flipped_texcoord = vec2(ove_texcoord.x, (1.0 - ove_texcoord.y));
// Calculate scale
if (ove_resolution.x != ove_resolution.y) {
// Scale around center
flipped_texcoord -= vec2(0.5, 0.5);
if (ove_resolution.x > ove_resolution.y) {
flipped_texcoord.x *= ove_resolution.x / ove_resolution.y;
} else {
flipped_texcoord.y *= ove_resolution.y / ove_resolution.x;
}
flipped_texcoord += vec2(0.5, 0.5);
}
float dist = distance(flipped_texcoord, center);
if (dist <= radius) {
float opposite = flipped_texcoord.y - center.y;
float adjacent = flipped_texcoord.x - center.x;
float hue = atan(opposite, adjacent) * 180.0 / M_PI + 180.0;
float sat = dist / radius;
// Extremely simple antialiasing, we taper off the edges between (radius) and (radius - 1)
float pixel_radius = min(ove_resolution.x, ove_resolution.y) * 0.5;
float pixel_dist = (pixel_radius / radius) * dist;
float alpha = min((pixel_radius - pixel_dist), 1.0);
fragColor = vec4(hsv_to_rgb(hue, sat, hsv_value), alpha);
} else {
fragColor = vec4(0.0);
}
}
+55
View File
@@ -0,0 +1,55 @@
// Input variables
uniform sampler2D tex_in;
uniform float left_in;
uniform float top_in;
uniform float right_in;
uniform float bottom_in;
uniform float feather_in;
uniform vec2 resolution_in;
// Input texture coordinate
in vec2 ove_texcoord;
// Output color
out vec4 fragColor;
void main() {
float multiplier = 1.0;
vec2 feather_normalized = vec2(feather_in / resolution_in.x, feather_in / resolution_in.y);
vec2 feather_normalized_half = feather_normalized * 0.5;
// Calculate left cropping
float left_adjustment;
float right_adjustment;
float top_adjustment;
float bottom_adjustment;
if (feather_in == 0.0) {
if (ove_texcoord.x < left_in
|| ove_texcoord.x > (1.0-right_in)
|| ove_texcoord.y < (top_in)
|| ove_texcoord.y > (1.0-bottom_in)) {
multiplier = 0.0;
}
} else {
float left_adjustment = clamp((ove_texcoord.x - (left_in - feather_normalized.x*(1.0-left_in))) / feather_normalized.x, 0.0, 1.0);
multiplier *= left_adjustment;
float right_adjustment = 1.0-clamp((ove_texcoord.x - ((1.0-right_in) - feather_normalized.x*(right_in))) / feather_normalized.x, 0.0, 1.0);
multiplier *= right_adjustment;
float top_adjustment = clamp((ove_texcoord.y - (top_in - feather_normalized.y*(1.0-top_in))) / feather_normalized.y, 0.0, 1.0);
multiplier *= top_adjustment;
float bottom_adjustment = 1.0-clamp((ove_texcoord.y - ((1.0-bottom_in) - feather_normalized.y*(bottom_in))) / feather_normalized.y, 0.0, 1.0);
multiplier *= bottom_adjustment;
}
if (multiplier > 0.0) {
vec4 color = texture(tex_in, ove_texcoord) * multiplier;
fragColor = color;
} else {
fragColor = vec4(0.0);
}
}
+4 -3
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@@ -1,5 +1,6 @@
uniform sampler2D ove_maintex;
uniform vec2 ove_resolution;
uniform vec2 resolution_in;
in vec2 ove_texcoord;
@@ -11,9 +12,9 @@ void main() {
// A very basic deinterlace that halves the vertical
// resolution and linearly interpolates the two fields
// by reading the texture coord between them.
float half_vert = round(ove_resolution.y / 2.0);
float half_vert = round(resolution_in.y / 2.0);
using_texcoord.y = (round(using_texcoord.y * half_vert) + 0.25) / half_vert;
vec4 color = %1(texture(ove_maintex, using_texcoord));
vec4 color = texture(ove_maintex, using_texcoord);
fragColor = color;
}
+2 -2
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@@ -2,7 +2,7 @@ uniform vec2[256] points_in;
uniform int points_in_count;
uniform vec4 color_in;
uniform vec2 ove_resolution;
uniform vec2 resolution_in;
in vec2 ove_texcoord;
@@ -34,7 +34,7 @@ bool pnpoly(vec2 p) {
}
void main(void) {
if (points_in_count > 0 && pnpoly(ove_texcoord * ove_resolution)) {
if (points_in_count > 0 && pnpoly(ove_texcoord * resolution_in)) {
fragColor = color_in;
} else {
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
+1 -2
View File
@@ -1,5 +1,4 @@
uniform float waveform_scale;
uniform vec2 ove_resolution;
in vec4 a_position;
in vec2 a_texcoord;
@@ -24,4 +23,4 @@ void main() {
gl_Position = transform * a_position;
ove_texcoord = a_texcoord;
}
}
+3 -3
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@@ -4,9 +4,9 @@ uniform vec4 color_in;
uniform float radius_in;
uniform float opacity_in;
uniform bool inner_in;
uniform vec2 resolution_in;
// Standard inputs
uniform vec2 ove_resolution;
uniform int ove_iteration;
in vec2 ove_texcoord;
@@ -32,10 +32,10 @@ void main(void) {
// Loop over box
for (float i=-radius + 0.5; i<=radius; i += 2.0) {
float x_coord = i / ove_resolution.x;
float x_coord = i / resolution_in.x;
for (float j=-radius + 0.5; j<=radius; j += 2.0) {
float y_coord = j / ove_resolution.y;
float y_coord = j / resolution_in.y;
if (abs(length(vec2(i, j))) < radius) {
// Get pixel here