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https://github.com/Ttanasart-pt/Pixel-Composer.git
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42 lines
1.2 KiB
Text
42 lines
1.2 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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//
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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 float dimension;
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void main() {
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vec2 pos = v_vTexcoord * dimension;
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vec2 st = floor(pos / 2.) * 2.;
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vec4 c0 = texture2D( gm_BaseTexture, (st + vec2(0., 0.)) / dimension );
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vec4 c1 = texture2D( gm_BaseTexture, (st + vec2(1., 0.)) / dimension );
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vec4 c2 = texture2D( gm_BaseTexture, (st + vec2(0., 1.)) / dimension );
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vec4 c3 = texture2D( gm_BaseTexture, (st + vec2(1., 1.)) / dimension );
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gl_FragColor = (c0 + c1 + c2 + c3) / (c0.a + c1.a + c2.a + c3.a);
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}
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