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beautify_b.glsl
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beautify_b.glsl
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//meiyan1
#define x_a 640.0
#define y_a 1136.0
precision lowp float;
uniform sampler2D sTexture;
varying lowp vec2 vTextureCoord;
void main(){
vec3 centralColor;
float mul_x = 1.6 / x_a;
float mul_y = 1.6 / y_a;
vec2 blurCoordinates0 = vTextureCoord + vec2(0.0 * mul_x,-10.0 * mul_y);
vec2 blurCoordinates1 = vTextureCoord + vec2(5.0 * mul_x,-8.0 * mul_y);
vec2 blurCoordinates2 = vTextureCoord + vec2(8.0 * mul_x,-5.0 * mul_y);
vec2 blurCoordinates3 = vTextureCoord + vec2(10.0 * mul_x,0.0 * mul_y);
vec2 blurCoordinates4 = vTextureCoord + vec2(8.0 * mul_x,5.0 * mul_y);
vec2 blurCoordinates5 = vTextureCoord + vec2(5.0 * mul_x,8.0 * mul_y);
vec2 blurCoordinates6 = vTextureCoord + vec2(0.0 * mul_x,10.0 * mul_y);
vec2 blurCoordinates7 = vTextureCoord + vec2(-5.0 * mul_x,8.0 * mul_y);
vec2 blurCoordinates8 = vTextureCoord + vec2(-8.0 * mul_x,5.0 * mul_y);
vec2 blurCoordinates9 = vTextureCoord + vec2(-10.0 * mul_x,0.0 * mul_y);
vec2 blurCoordinates10 = vTextureCoord + vec2(-8.0 * mul_x,-5.0 * mul_y);
vec2 blurCoordinates11 = vTextureCoord + vec2(-5.0 * mul_x,-8.0 * mul_y);
float central;
float gaussianWeightTotal;
float sum;
float sample;
float distanceFromCentralColor;
float gaussianWeight;
float distanceNormalizationFactor = 3.6;
central = texture2D(sTexture, vTextureCoord).g;
gaussianWeightTotal = 0.2;
sum = central * 0.2;
sample = texture2D(sTexture, blurCoordinates0).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates1).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates2).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates3).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates4).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates5).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates6).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates7).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates8).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates9).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates10).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sample = texture2D(sTexture, blurCoordinates11).g;
distanceFromCentralColor = min(abs(central - sample) * distanceNormalizationFactor, 1.0);
gaussianWeight = 0.08 * (1.0 - distanceFromCentralColor);
gaussianWeightTotal += gaussianWeight;
sum += sample * gaussianWeight;
sum = sum/gaussianWeightTotal;
centralColor = texture2D(sTexture, vTextureCoord).rgb;
sample = centralColor.g - sum + 0.5;
for(int i = 0; i < 5; ++i)
{
if(sample <= 0.5)
{
sample = sample * sample * 2.0;
}
else
{
sample = 1.0 - ((1.0 - sample)*(1.0 - sample) * 2.0);
}
}
float aa = 1.0 + pow(sum, 0.3)*0.07;
vec3 smoothColor = centralColor*aa - vec3(sample)*(aa-1.0);// get smooth color
smoothColor = clamp(smoothColor,vec3(0.0),vec3(1.0));//make smooth color right
smoothColor = mix(centralColor, smoothColor, pow(centralColor.g, 0.33));
smoothColor = mix(centralColor, smoothColor, pow(centralColor.g, 0.39));
smoothColor = mix(centralColor, smoothColor, 0.54);
gl_FragColor = vec4(pow(smoothColor, vec3(0.96)),1.0);
}