cvr-props/Assets/test/QRCode.shader

284 lines
No EOL
8.4 KiB
GLSL

Shader "CrispyPin/QRCode" {
Properties {
[HideInInspector]
_("",2D)=""{}
_Version("Version", Range(1, 40)) = 1
_Mask("Mask type", Range(0, 7)) = 1
[Toggle]
_DisableMask("Hide mask", Integer) = 0
[Toggle]
_Animate("Animate debug worm", Integer) = 0
_AnimationSpeed("Speed", Range(1, 100)) = 0
_TimeSlider("Time", Range(0, 200)) = 0
_TimeSliderCoarse("Time Coarse", Range(0, 250)) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface s Standard
struct Input{float2 uv_;};
uint _Version;
uint _Mask;
bool _DisableMask;
bool _Animate;
float _TimeSlider;
float _TimeSliderCoarse;
float _AnimationSpeed;
#define VERSION _Version
#define WIDTH (17 + VERSION * 4)
#define PIXEL_WIDTH WIDTH
// #define PIXEL_WIDTH 177
#define ALIGNERS ((VERSION / 7) + 2)
#define ALIGNER_SPACING_IDEAL ((WIDTH - 13) / (ALIGNERS-1))
#define ALIGNER_SPACING (ALIGNER_SPACING_IDEAL + ALIGNER_SPACING_IDEAL % 2)
#define MISALIGNMENT ((WIDTH - 13) - ALIGNER_SPACING * ALIGNERS)
#define BIT_COUNT (WIDTH * WIDTH - 225 - (WIDTH - 17)*2 - 25 * (ALIGNERS * ALIGNERS - 3) * (VERSION > 1))
#define TIME_MANUAL (_TimeSlider + _TimeSliderCoarse*100)
#define TIME (uint)(_Animate ? _Time.y * _AnimationSpeed + TIME_MANUAL : TIME_MANUAL)
#define EC_LEVEL_L 1
#define EC_LEVEL_M 0
#define EC_LEVEL_Q 3
#define EC_LEVEL_H 2
#define EC_LEVEL EC_LEVEL_L
#define MASK_TYPE _Mask
// ECI_MODE 0100 = byte
#define ECI_MODE 4
static const uint FORMAT_BIT_SETS[32] = {0x5412, 0x5125, 0x5e7c, 0x5b4b, 0x45f9, 0x40ce, 0x4f97, 0x4aa0, 0x77c4, 0x72f3, 0x7daa, 0x789d, 0x662f, 0x6318, 0x6c41, 0x6976, 0x1689, 0x13be, 0x1ce7, 0x19d0, 0x0762, 0x0255, 0x0d0c, 0x083b, 0x355f, 0x3068, 0x3f31, 0x3a06, 0x24b4, 0x2183, 0x2eda, 0x2bed};
#define FORMAT_BITS_RAW ((EC_LEVEL << 3) | MASK_TYPE)
#define FORMAT_BITS FORMAT_BIT_SETS[FORMAT_BITS_RAW]
#define WHITE 1
#define BLACK 0
#define PINK float3(1, .3, .5)
#define BLUE float3(0, .4, .7)
float3 finder_pattern(uint x, uint y) {
if (x < 6 && x > 0 && y < 6 && y > 0) return !(x < 5 && x > 1 && y < 5 && y > 1);
return (x > 6 || y > 6);
}
float3 main (float2 uv){
// "hell", "o wo", "rld!"
const uint data[] = {0x68656c6c,0x6f20776f,0x726c6421,
// 4 bits 0 padding to align to byte (4 bit ECI_MODE is inserted before data and length)
// then ec11ec11... until some version-specific length reached?
// then EC data
0x0ec11ec1, 0x1ec2d631, 0x95423722, 0xe0000000
};
const uint data_len = 3*4;
const uint total_len = 7*4;
uv.y = 1 - uv.y;
uv = uv * 1.2 - 0.1;
// Quiet zone/frame
if (uv.x < 0 || uv.x > 1 || uv.y < 0 || uv.y > 1) return 1;
uint px = uv.x * PIXEL_WIDTH;
uint py = uv.y * PIXEL_WIDTH;
// Finder patterns
if (px < 8 && py < 8) return finder_pattern(px, py);
if (px < 8 && py > WIDTH - 9) return finder_pattern(px, py - WIDTH + 7);
if (px > WIDTH - 9 && py < 8) return finder_pattern(px - WIDTH + 7, py);
// filler pixel
if (px == 8 && py == WIDTH - 8) return 0;
// Timing patterns
if (px == 6) return py & 1;
if (py == 6) return px & 1;
// Aligners
if (VERSION > 1
&& (px > 12 || py > 12) // top left
&& (px < WIDTH - 13 || py > 12) // top right
&& (py < WIDTH - 13 || px > 12) // bottom left
) {
uint x = px + ALIGNER_SPACING - 4;
uint y = py + ALIGNER_SPACING - 4;
if (px > 12) x -= MISALIGNMENT;
if (py > 12) y -= MISALIGNMENT;
x %= ALIGNER_SPACING;
y %= ALIGNER_SPACING;
if (x < 5 && y < 5) {
return (x < 4 && x > 0 && y < 4 && y > 0 && !(x == 2 && y == 2));
}
}
// Format bits
// left
if (px < 6 && py == 8) return (FORMAT_BITS & (1 << (14 - px))) == 0;
if (px == 7 && py == 8) return (FORMAT_BITS & (1 << 8)) == 0;
// right
if (px > WIDTH - 9 && py == 8) return (FORMAT_BITS & (1 << (WIDTH - 1 - px))) == 0;
// top
if (px == 8 && py < 6) return (FORMAT_BITS & (1 << py)) == 0;
if (px == 8 && py < 9) return (FORMAT_BITS & (1 << (py-1))) == 0;
// bottom
if (px == 8 && py > WIDTH - 8) return (FORMAT_BITS & (1 << py + 15 - WIDTH)) == 0;
// data bit layout
uint column = (WIDTH - px - (px < 6)-1)/2;
uint direction_up = column % 2 == 0;
uint full_columns = column > 4 ? column - 4 : 0;
full_columns = min(full_columns, VERSION*2);
// the 4 columns under the right finder
uint short_columns = min(column, 4);
// between the left two finder patterns
uint tiny_columns = column > (VERSION*2 + 4) ? column - (VERSION*2 + 4) : 0;
uint bit_index = full_columns * (WIDTH - 1) * 2;
bit_index += short_columns * (WIDTH - 9) * 2;
bit_index += tiny_columns * (WIDTH - 17) * 2;
bit_index += (px + (px < 6)) % 2;
uint column_progress;
uint y_relative;
if (direction_up) {
y_relative = WIDTH - py - 1;
column_progress = WIDTH - py - 1 - (py < 7);
} else {
y_relative = py;
column_progress = py - ((full_columns == 0) ? 9 : (py > 6));
}
bit_index += column_progress * 2;
if (px < 9) bit_index -= 16; // rightmost tiny column
// data bit layout - aligners
if (VERSION > 1 && column > 1) {
// aligners always cover a half column to the left and two full columns to the right
// outer aligners are always 4 from all edges
uint aligner_col = (column - 2) / (ALIGNER_SPACING/2);
uint aligner_col_mod = (column - 2) % (ALIGNER_SPACING/2);
if (aligner_col > 0) { // full columns passed
bit_index -= (ALIGNERS - 1) * aligner_col*25;
if (aligner_col > 1) {
// top row only obstructs 20 since it overlaps the timing stripe
bit_index -= (aligner_col - 1)*20;
}
}
uint passed_up = (y_relative - 9 + ALIGNER_SPACING - (!direction_up * (MISALIGNMENT+ALIGNER_SPACING))) / ALIGNER_SPACING;
passed_up = min(passed_up, ALIGNERS-1);
if (aligner_col_mod == 0) {
bit_index -= passed_up * 10;
if (direction_up && py < 5){
bit_index -= 8;
}
if (!direction_up && py > 5){
bit_index += 2;
if (py > WIDTH-5){
bit_index -= 10;
}
}
} else if (aligner_col_mod == 1) {
uint passed_down = (y_relative - 8 + ALIGNER_SPACING - !direction_up*MISALIGNMENT) / ALIGNER_SPACING;
bit_index -= (passed_down + ALIGNERS - 1) * 10;
if (!direction_up)
bit_index += 10;
if (aligner_col > 0) {
bit_index -= 8;
} else {
bit_index += 8;
}
if (direction_up ? py < 5 : py > 5){
bit_index += 2;
}
} else if (aligner_col_mod == 2) {
bit_index -= (ALIGNERS - 1) * 20;
if (aligner_col > 0) {
bit_index -= 16; // most of the current column top aligner, excluding the left 4 pixels
if (py < 9) {// top aligner
if (direction_up){
bit_index -= min(9-py, 5) - (py < 6);
} else if (py > 3) {
bit_index -= py - 3 - (py > 6);
}
} else {
bit_index += !direction_up;
}
if (!direction_up && py > WIDTH-5){
bit_index-=5;
}
}
uint offset = (column_progress + ALIGNER_SPACING - 3 - !direction_up*0 + (!direction_up * (-MISALIGNMENT+1))) % ALIGNER_SPACING;
// left side of regular aligners
if (offset < 6 && py > 9 && px > 9) {
bit_index -= offset;
}
bit_index -= passed_up * 5;
} else { // include the full row
bit_index -= (ALIGNERS - 1)*25;
if (aligner_col > 0){
// return PINK;
bit_index -= 20;
}
}
}
// data
uint bit = 0;
if (bit_index < 4){
bit = (ECI_MODE >> (3-bit_index))&1;
} else if (bit_index < 12) {
bit = (data_len >> (7 - (bit_index - 4))) & 1;
} else if (bit_index < total_len*8 + 12){
uint data_bit_index = bit_index - 12;
bit = ((data[data_bit_index/32] >> (31-(data_bit_index % 32))) & 1);
}
// mask
uint mask;
switch (_Mask){
case 0:
mask = (px+py) % 2 == 0;
break;
case 1:
mask = py % 2 == 0;
break;
case 2:
mask = px % 3 == 0;
break;
case 3:
mask = (px+py) % 3 == 0;
break;
case 4:
mask = (py/2 + px/3) % 2 == 0;
break;
case 5:
mask = (py*px)%2 + (px*py)%3 == 0;
break;
case 6:
mask = ((py*px)%2 + (px*py)%3) % 2 == 0;
break;
case 7:
mask = ((py+px)%2 + (px*py)%3) % 2 == 0;
break;
}
if (!_DisableMask) {
bit ^= mask;
}
// return !bit;
// bit index debugging worm
uint worm = TIME % BIT_COUNT - bit_index;
worm %= 200;
const uint length = 6;
if (worm == 0) return float3(3,0,0);
if (worm < length) return lerp(PINK, BLUE, (worm/(float)length));
if (bit_index > BIT_COUNT) return float3(1,0,0);
// #define BIT_COUNT 24
return (float)(bit_index%BIT_COUNT)/(float)BIT_COUNT;
}
void s (Input IN, inout SurfaceOutputStandard o) { o.Albedo = main(IN.uv_); }
ENDCG
}}