mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
76 lines
1.6 KiB
Text
76 lines
1.6 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 vec2 dimension;
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uniform int diagonal;
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#define TAU 6.283185307179586
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void main() {
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vec4 red = vec4(1., 0., 0., 1.);
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vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
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gl_FragColor = c;
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if(c.rgb == vec3(0.)) return;
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if(c == red) return;
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float ite = diagonal == 1? 8. : 4.;
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float base = 1.;
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float top = 0.;
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vec2 shf = vec2(0.);
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vec2 tx = 1. / dimension;
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for(float i = 0.; i < ite; i++) {
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float ang = top / base * TAU;
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top += 2.;
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if(top >= base) {
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top = 1.;
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base *= 2.;
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}
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shf.x = cos(ang);
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shf.y = sin(ang);
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for(float j = 0.; j < dimension.x; j++) {
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vec2 _pos = v_vTexcoord + shf * j * tx;
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if(_pos.x < 0. || _pos.y < 0. || _pos.x > 1. || _pos.y > 1.)
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break;
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vec4 c = texture2D( gm_BaseTexture, _pos );
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if(c == red) {
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gl_FragColor = red;
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return;
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}
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if(c.rgb == vec3(0.))
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break;
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}
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}
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}
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