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

76 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_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int diagonal;
#define TAU 6.283185307179586
void main() {
vec4 red = vec4(1., 0., 0., 1.);
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = c;
if(c.rgb == vec3(0.)) return;
if(c == red) return;
float ite = diagonal == 1? 8. : 4.;
float base = 1.;
float top = 0.;
vec2 shf = vec2(0.);
vec2 tx = 1. / dimension;
for(float i = 0.; i < ite; i++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
shf.x = cos(ang);
shf.y = sin(ang);
for(float j = 0.; j < dimension.x; j++) {
vec2 _pos = v_vTexcoord + shf * j * tx;
if(_pos.x < 0. || _pos.y < 0. || _pos.x > 1. || _pos.y > 1.)
break;
vec4 c = texture2D( gm_BaseTexture, _pos );
if(c == red) {
gl_FragColor = red;
return;
}
if(c.rgb == vec3(0.))
break;
}
}
}