mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-14 14:15:29 +01:00
57 lines
1.5 KiB
Text
57 lines
1.5 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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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vec2 tx;
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bool sample(float x, float y) {
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vec2 pos = v_vTexcoord + vec2(tx.x * x, tx.y * y);
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if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.) return true;
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vec4 c = texture2D( gm_BaseTexture, pos );
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return (c.r + c.g + c.b) * c.a == 0.;
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}
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void main() {
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tx = 1. / dimension;
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vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord );
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gl_FragColor = vec4(0.);
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if(cc.a == 0.) return;
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bool s1 = sample(-1., 0.);
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bool s2 = sample( 1., 0.);
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bool s3 = sample(0., -1.);
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bool s4 = sample(0., 1.);
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if(s1 && s2) return;
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if(s3 && s4) return;
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if(s1) { gl_FragColor = vec4(1.); return; }
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if(s2) { gl_FragColor = vec4(1.); return; }
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if(s3) { gl_FragColor = vec4(1.); return; }
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if(s4) { gl_FragColor = vec4(1.); return; }
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}
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