Pixel-Composer/build/Windows/0/cache/sh_blend_edge.shader

67 lines
1.6 KiB
Text
Raw Normal View History

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int edge;
uniform vec2 width;
uniform int widthUseSurf;
uniform sampler2D widthSurf;
uniform float blend;
uniform float smooth;
void main() {
float wid = width.x;
float widMax = max(width.x, width.y);
if(widthUseSurf == 1) {
vec4 _vMap = texture2D( widthSurf, v_vTexcoord );
wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float bnd = 1. - blend;
vec4 off;
float m = 0.;
vec2 v = 1. - max(vec2(0.), (1. - abs(v_vTexcoord - 0.5) * 2.) / wid - bnd) / (1. - bnd);
vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 c2;
if(edge == 0) {
m = v.x;
c2 = texture2D( gm_BaseTexture, vec2(fract(v_vTexcoord.x + 0.5), v_vTexcoord.y) );
} else if(edge == 1) {
m = v.y;
c2 = texture2D( gm_BaseTexture, vec2(v_vTexcoord.x, fract(v_vTexcoord.y + 0.5)) );
}
m = clamp(m, 0., 1.);
m = mix(m, smoothstep(0., 1., m), smooth);
gl_FragColor = mix(c1, c2, m);
}