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

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//
// 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_==_######################@~
#pragma use(sampler_simple)
uniform int sampleMode;
vec4 sampleTexture( sampler2D texture, vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(texture, pos);
if(sampleMode <= 1) return vec4(0.);
else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
else if(sampleMode == 3) return texture2D(texture, fract(pos));
else if(sampleMode == 4) return vec4(vec3(0.), 1.);
return vec4(0.);
}
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int size;
uniform vec2 dimension;
uniform float kernel[256];
uniform int normalized;
void main() {
vec2 tx = 1. / dimension;
float sum = 1.;
if(normalized == 1) {
sum = 0.;
int amo = size * size;
for(int i = 0; i < amo; i++) sum += kernel[i];
if(sum == 0.) sum = 1.;
}
float st = -(float(size) - 1.) / 2.;
vec4 c = vec4(0.);
for(int i = 0; i < size; i++)
for(int j = 0; j < size; j++) {
int index = i * size + j;
vec2 px = v_vTexcoord + vec2((float(j) + st) * tx.x, (float(i) + st) * tx.y);
float w = kernel[index];
if(w == 0.) continue;
c += w * sampleTexture( gm_BaseTexture, px) / sum;
}
gl_FragColor = c;
}