You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
139 lines
5.7 KiB
139 lines
5.7 KiB
1 year ago
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
||
|
/*
|
||
|
5x5 Median
|
||
|
|
||
|
GLSL 1.0
|
||
|
Morgan McGuire and Kyle Whitson, 2006
|
||
|
Williams College
|
||
|
http://graphics.cs.williams.edu
|
||
|
|
||
|
Copyright (c) Morgan McGuire and Williams College, 2006
|
||
|
All rights reserved.
|
||
|
|
||
|
Redistribution and use in source and binary forms, with or without
|
||
|
modification, are permitted provided that the following conditions are
|
||
|
met:
|
||
|
|
||
|
Redistributions of source code must retain the above copyright notice,
|
||
|
this list of conditions and the following disclaimer.
|
||
|
|
||
|
Redistributions in binary form must reproduce the above copyright
|
||
|
notice, this list of conditions and the following disclaimer in the
|
||
|
documentation and/or other materials provided with the distribution.
|
||
|
|
||
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||
|
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
|
*/
|
||
|
|
||
|
Shader "Kinect/MedianShader"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex ("Base (RGB)", 2D) = "white" {}
|
||
|
_Amount ("_Amount", Float) = 1.0
|
||
|
}
|
||
|
|
||
|
SubShader
|
||
|
{
|
||
|
//Tags { "Queue"="Transparent" "RenderType" = "Opaque" }
|
||
|
|
||
|
//Cull Off
|
||
|
//Blend SrcAlpha OneMinusSrcAlpha
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
ZTest Off Cull Off ZWrite Off
|
||
|
Fog { Mode off }
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma target 3.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||
|
//#pragma Lambert alpha
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
|
||
|
#define t2(a, b) s2(v[a], v[b]);
|
||
|
#define t24(a, b, c, d, e, f, g, h) t2(a, b); t2(c, d); t2(e, f); t2(g, h);
|
||
|
#define t25(a, b, c, d, e, f, g, h, i, j) t24(a, b, c, d, e, f, g, h); t2(i, j);
|
||
|
|
||
|
uniform sampler2D _MainTex;
|
||
|
uniform float4 _MainTex_ST;
|
||
|
uniform float _Amount;
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float4 pos : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
|
||
|
v2f vert (appdata_img v)
|
||
|
{
|
||
|
v2f o;
|
||
|
o.pos = UnityObjectToClipPos(v.vertex);
|
||
|
o.uv = TRANSFORM_TEX(v.texcoord.xy, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv);
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
|
||
|
float4 frag (v2f i) : COLOR
|
||
|
{
|
||
|
float2 Tinvsize = float2 (_Amount / _ScreenParams.x, _Amount / _ScreenParams.y);
|
||
|
float4 v[25];
|
||
|
|
||
|
// Add the pixels which make up our window to the pixel array.
|
||
|
for(int dX = -2; dX <= 2; ++dX)
|
||
|
{
|
||
|
for(int dY = -2; dY <= 2; ++dY)
|
||
|
{
|
||
|
float2 offset = float2(float(dX), float(dY));
|
||
|
|
||
|
// If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the pixel array.
|
||
|
// This will fill the pixel array, with the top left pixel of the window at pixel[0] and the bottom right pixel of the window at pixel[N-1].
|
||
|
v[(dX + 2) + (dY + 2) * 5] = tex2D(_MainTex, i.uv + offset * Tinvsize);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float4 temp;
|
||
|
|
||
|
t25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7);
|
||
|
t25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4);
|
||
|
t25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16);
|
||
|
t25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22);
|
||
|
t25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6);
|
||
|
t25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4);
|
||
|
t25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15);
|
||
|
t25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23);
|
||
|
t25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21);
|
||
|
t25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9);
|
||
|
t25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20);
|
||
|
t25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22);
|
||
|
t25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14);
|
||
|
t25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19);
|
||
|
t25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10);
|
||
|
t25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14);
|
||
|
t25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17);
|
||
|
t25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12);
|
||
|
t24(10, 18, 12, 20, 10, 20, 10, 12);
|
||
|
|
||
|
return v[12];
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FallBack "Diffuse"
|
||
|
}
|