Pixel-Composer/build/Windows/0/cache/sh_sdf.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_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float stepSize;
uniform int side;
void main() {
float c = texture2D( gm_BaseTexture, v_vTexcoord ).z;
if((side == 0 && c == 0.) || (side == 1 && c == 1.)) {
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
return;
}
vec2 txStep = stepSize / dimension;
vec2 loc[9];
loc[0] = v_vTexcoord + vec2(-txStep.x, -txStep.y);
loc[1] = v_vTexcoord + vec2( 0., -txStep.y);
loc[2] = v_vTexcoord + vec2(+txStep.x, -txStep.y);
loc[3] = v_vTexcoord + vec2(-txStep.x, 0.);
loc[4] = v_vTexcoord + vec2( 0., 0.);
loc[5] = v_vTexcoord + vec2(+txStep.x, 0.);
loc[6] = v_vTexcoord + vec2(-txStep.x, +txStep.y);
loc[7] = v_vTexcoord + vec2( 0., +txStep.y);
loc[8] = v_vTexcoord + vec2(+txStep.x, +txStep.y);
vec2 closetPoint = vec2(0., 0.);
float closetDistance = 9999.;
for( int i = 0 ; i < 9; i++ ) {
if( loc[i].x < 0. || loc[i].y < 0. || loc[i].x > 1. || loc[i].y > 1. ) continue;
vec4 sam = texture2D( gm_BaseTexture, loc[i] );
if(sam.z != c) {
float dist = distance(v_vTexcoord, loc[i]);
if(dist < closetDistance) {
closetDistance = dist;
closetPoint = loc[i];
}
continue;
}
if(sam.xy == vec2(0.)) continue;
float dist = distance(v_vTexcoord, sam.xy);
if(dist < closetDistance) {
closetDistance = dist;
closetPoint = sam.xy;
}
}
gl_FragColor = vec4(closetPoint, c, 1.);
}