mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
66 lines
1.8 KiB
Text
66 lines
1.8 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 corner;
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uniform int side;
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vec4 sample ( vec2 position ) {
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if(position.x < 0.) return vec4(0.);
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if(position.y < 0.) return vec4(0.);
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if(position.x > 1.) return vec4(0.);
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if(position.y > 1.) return vec4(0.);
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return texture2D( gm_BaseTexture, position );
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}
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void main() {
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vec2 tx = 1. / dimension;
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gl_FragColor = sample( v_vTexcoord );
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float _s = float(side);
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if(gl_FragColor.a == _s) return;
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bool a0 = sample( v_vTexcoord + vec2( -tx.x, -tx.y) ).a == _s;
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bool a1 = sample( v_vTexcoord + vec2( 0., -tx.y) ).a == _s;
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bool a2 = sample( v_vTexcoord + vec2( tx.x, -tx.y) ).a == _s;
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bool a3 = sample( v_vTexcoord + vec2( -tx.x, 0.) ).a == _s;
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bool a5 = sample( v_vTexcoord + vec2( tx.x, 0.) ).a == _s;
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bool a6 = sample( v_vTexcoord + vec2( -tx.x, tx.y) ).a == _s;
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bool a7 = sample( v_vTexcoord + vec2( 0., tx.y) ).a == _s;
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bool a8 = sample( v_vTexcoord + vec2( tx.x, tx.y) ).a == _s;
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if( a1 || a3 || a5 || a7 )
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gl_FragColor = v_vColour;
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if( corner == 1 && ( a0 || a2 || a6 || a8 ) )
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gl_FragColor = v_vColour;
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}
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