Pixel-Composer/shaders/sh_dilate/sh_dilate.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 center;
uniform float strength;
uniform float radius;
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uniform int sampleMode;
vec4 sampleTexture(vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(gm_BaseTexture, pos);
if(sampleMode == 0)
return vec4(0.);
if(sampleMode == 1)
return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
if(sampleMode == 2)
return texture2D(gm_BaseTexture, fract(pos));
return vec4(0.);
}
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void main() {
vec2 pixelPos = v_vTexcoord * dimension;
vec2 to = center - pixelPos;
float dis = distance(center, pixelPos);
float eff = 1. - clamp(dis / radius, 0., 1.);
vec2 tex = pixelPos + to * eff * strength;
tex /= dimension;
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gl_FragColor = sampleTexture( tex );
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}