Pixel-Composer/shaders/sh_trail_filler/sh_trail_filler.fsh

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2023-02-20 10:16:31 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define PI 3.14159265359
uniform sampler2D prevFrame;
uniform vec2 dimension;
uniform float range;
void main() {
vec4 colCur = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 colPre = texture2D( prevFrame, v_vTexcoord );
if(colCur.a > 0.) {
gl_FragColor = colCur;
return;
}
gl_FragColor = vec4(0.);
float piStep = PI / 64.;
for(float i = 0.; i <= range; i++)
for(float j = 0.; j <= PI * 2.; j += piStep) {
vec2 shift = vec2(cos(j), sin(j)) * i / dimension;
vec2 pos0 = v_vTexcoord + shift;
vec2 pos1 = v_vTexcoord - shift;
if(pos0.x < 0. || pos0.y < 0. || pos0.x > 1. || pos0.y > 1.) continue;
vec4 col0 = texture2D( prevFrame, pos0 );
if(col0.a == 0.) continue;
vec2 norm = normalize(shift);
for(float k = 0.; k <= range; k++) {
vec2 posS = v_vTexcoord - norm * k / dimension;
if(posS.x < 0. || posS.y < 0. || posS.x > 1. || posS.y > 1.) continue;
vec4 colS = texture2D( gm_BaseTexture, posS );
if(colS.a == 0.) continue;
gl_FragColor = colS;
return;
}
}
}