Pixel-Composer/shaders/sh_atlas/sh_atlas.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
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#define TAU 6.283185307179586
#define angle_sample 4.
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#define distance_sample 64.
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void main() {
vec2 pixelPosition = v_vTexcoord * dimension;
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
vec2 scale = dimension / distance_sample;
float min_dist = 1.;
gl_FragColor = col;
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if(col.a == 1.)
return;
float tauDiv = TAU / angle_sample;
for(float i = 1.; i <= distance_sample; i++)
for(float j = 0.; j < angle_sample; j++) {
float ang = j * tauDiv;
vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * scale * i) / dimension;
vec4 sam = texture2D( gm_BaseTexture, pxs );
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if(sam.a < 1.) continue;
gl_FragColor = sam;
return;
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}
}