mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
68 lines
1.6 KiB
Text
68 lines
1.6 KiB
Text
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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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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#define TAU 6.283185307179586
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#define distance_sample 32.
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void main() {
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vec2 tx = 1. / dimension;
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vec2 px = v_vTexcoord * dimension;
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vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
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gl_FragColor = col;
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if(col.a == 1.)
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return;
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bool samp = false;
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float angular_sample = distance_sample * TAU * 2.;
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for(float i = 1.; i <= distance_sample; i++) {
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float base = 1.;
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float top = 0.;
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float minDist = 9999.;
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for(float j = 0.; j <= angular_sample; j++) {
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float ang = j / angular_sample * TAU;
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vec2 pxs = floor(px + vec2( cos(ang), sin(ang)) * i) + 0.5;
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vec2 txs = pxs * tx;
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vec4 sam = texture2D( gm_BaseTexture, txs );
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float dst = distance(px, pxs);
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if(sam.a < 1. || dst > minDist) continue;
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gl_FragColor = sam;
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// gl_FragColor = vec4(vec3(i / distance_sample), 1.);
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minDist = dst;
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samp = true;
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}
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if(samp) return;
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}
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}
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