2022-01-13 05:24:03 +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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uniform float size;
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2023-02-23 07:02:19 +01:00
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#define TAU 6.283185307179586
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2022-01-13 05:24:03 +01:00
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void main() {
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vec2 pixelPosition = v_vTexcoord * dimension;
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vec4 point = texture2D( gm_BaseTexture, v_vTexcoord );
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float tau_div = TAU / 64.;
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gl_FragColor = point;
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if(point.a < 1.) {
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for(float i = 1.; i < size; i++) {
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for(float j = 0.; j < 64.; j++) {
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float ang = j * tau_div;
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vec2 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension;
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if(pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.) continue;
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vec4 sam = texture2D( gm_BaseTexture, pxs );
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if(sam.a > 0.) {
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gl_FragColor = vec4(sam.rgb, 1.);
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i = size;
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break;
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}
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}
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}
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}
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}
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