2023-03-05 07:16:44 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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2023-06-13 14:42:06 +02:00
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uniform vec4 bbox;
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2023-03-05 07:16:44 +01:00
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uniform int mode;
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2023-06-10 13:59:45 +02:00
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uniform sampler2D texture;
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2023-03-05 07:16:44 +01:00
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void main() {
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2023-06-10 13:59:45 +02:00
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float _w = dimension.x;
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float _h = dimension.y;
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vec4 col;
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float i, j;
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2023-03-05 07:16:44 +01:00
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2023-06-13 14:42:06 +02:00
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if(mode == 0) { //minx
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for( i = 0.; i < _w; i++ )
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for( j = 0.; j < _h; j++ ) {
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col = texture2D( texture, vec2(i, j) / dimension);
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2023-06-10 13:59:45 +02:00
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if(col.r > 0.) {
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2023-06-13 14:42:06 +02:00
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gl_FragColor = vec4(i);
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return;
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2023-06-10 13:59:45 +02:00
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}
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}
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2023-06-13 14:42:06 +02:00
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} else if(mode == 1) { //miny
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for( i = 0.; i < _h; i++ )
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for( j = bbox.x; j < _w; j++ ) {
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2023-06-10 13:59:45 +02:00
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col = texture2D( texture, vec2(j, i) / dimension);
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if(col.r > 0.) {
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2023-06-13 14:42:06 +02:00
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gl_FragColor = vec4(i);
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return;
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2023-06-10 13:59:45 +02:00
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}
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}
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2023-06-13 14:42:06 +02:00
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} else if(mode == 2) { //maxx
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2023-08-15 19:35:31 +02:00
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for( i = _w; i >= bbox.x; i-- )
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2023-06-13 14:42:06 +02:00
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for( j = bbox.y; j < _h; j++ ) {
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col = texture2D( texture, vec2(i, j) / dimension);
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2023-06-10 13:59:45 +02:00
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if(col.r > 0.) {
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2023-06-13 14:42:06 +02:00
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gl_FragColor = vec4(i);
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return;
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2023-06-10 13:59:45 +02:00
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}
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}
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2023-06-13 14:42:06 +02:00
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} else if(mode == 3) { //maxy
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2023-08-15 19:35:31 +02:00
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for( i = _h; i >= bbox.y; i-- )
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for( j = bbox.x; j <= bbox.z; j++ ) {
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2023-06-10 13:59:45 +02:00
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col = texture2D( texture, vec2(j, i) / dimension);
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if(col.r > 0.) {
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2023-06-13 14:42:06 +02:00
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gl_FragColor = vec4(i);
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return;
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2023-06-10 13:59:45 +02:00
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}
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}
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2023-06-13 14:42:06 +02:00
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}
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2023-03-05 07:16:44 +01:00
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}
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