mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
41 lines
1.1 KiB
Text
41 lines
1.1 KiB
Text
|
//
|
||
|
// Simple passthrough fragment shader
|
||
|
//
|
||
|
varying vec2 v_vTexcoord;
|
||
|
varying vec4 v_vColour;
|
||
|
|
||
|
uniform vec2 dimension;
|
||
|
uniform float tol;
|
||
|
|
||
|
bool eq(in vec4 c1, in vec4 c2) {
|
||
|
return distance(c1, c2) <= tol;
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
vec2 pixel = 1. / dimension;
|
||
|
|
||
|
vec2 tex_pos = v_vTexcoord;
|
||
|
vec2 pos_B = clamp(tex_pos + vec2( 0, -pixel.y), 0., 1.);
|
||
|
vec2 pos_D = clamp(tex_pos + vec2(-pixel.x, 0), 0., 1.);
|
||
|
vec2 pos_F = clamp(tex_pos + vec2( pixel.x, 0), 0., 1.);
|
||
|
vec2 pos_H = clamp(tex_pos + vec2( 0, pixel.y), 0., 1.);
|
||
|
|
||
|
vec4 E = texture2D( gm_BaseTexture, tex_pos);
|
||
|
vec4 B = texture2D( gm_BaseTexture, pos_B);
|
||
|
vec4 D = texture2D( gm_BaseTexture, pos_D);
|
||
|
vec4 F = texture2D( gm_BaseTexture, pos_F);
|
||
|
vec4 H = texture2D( gm_BaseTexture, pos_H);
|
||
|
|
||
|
vec2 rem = floor(fract(tex_pos * dimension) * 2.);
|
||
|
float index = rem.y * 2. + rem.x;
|
||
|
|
||
|
if(!eq(B, H) && !eq(D, F)) {
|
||
|
if(index == 0.) gl_FragColor = eq(D, B)? D : E;
|
||
|
else if(index == 1.) gl_FragColor = eq(B, F)? F : E;
|
||
|
else if(index == 2.) gl_FragColor = eq(D, H)? D : E;
|
||
|
else gl_FragColor = eq(H, F)? F : E;
|
||
|
} else {
|
||
|
gl_FragColor = E;
|
||
|
}
|
||
|
}
|