Pixel-Composer/build/Windows/0/cache/sh_edge_shade_extract.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_==_######################@~
#define PI 3.14159265359
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
void main() {
vec2 tx = 1. / dimension;
gl_FragColor = vec4(0.);
float c4 = texture2D( gm_BaseTexture, v_vTexcoord).r;
if(c4 == 0.) return;
float c;
vec2 p = v_vTexcoord - 0.5;
float a = atan(p.y, p.x) / PI;
if(a < 0.) a = 2. + a;
a /= 2.;
c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
}