2024-01-22 10:26:25 +01:00
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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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vec2 tx;
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bool sample(float x, float y) {
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vec2 pos = v_vTexcoord + vec2(tx.x * x, tx.y * y);
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if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.) return false;
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2024-01-29 14:33:55 +01:00
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vec4 c = texture2D( gm_BaseTexture, pos );
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return (c.r + c.g + c.b) * c.a > 0.;
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2024-01-22 10:26:25 +01:00
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}
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void main() {
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tx = 1. / dimension;
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vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord );
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gl_FragColor = vec4(0.);
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if(cc.r == 0.) return;
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if(!sample(-1., 0.)) { gl_FragColor = vec4(1.); return; }
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if(!sample( 1., 0.)) { gl_FragColor = vec4(1.); return; }
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if(!sample(0., -1.)) { gl_FragColor = vec4(1.); return; }
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if(!sample(0., 1.)) { gl_FragColor = vec4(1.); return; }
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}
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