Pixel-Composer/shaders/sh_blink_expand/sh_blink_expand.fsh

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2024-01-12 13:11:26 +01:00
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int useMask;
uniform sampler2D mask;
vec2 tx;
vec4 sample(float x, float y, vec4 c4) {
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(x, y) * tx );
if(c.a > 0.) {
c4.rgb = min(c4.rgb, c.rgb);
if(useMask == 1) {
vec4 m = texture2D( mask, v_vTexcoord + vec2(x, y) * tx );
if(m.r == 0.) c4.b = 0.;
}
}
return c4;
}
void main() {
tx = 1. / dimension;
gl_FragColor = vec4(0.);
vec4 c4 = texture2D( gm_BaseTexture, v_vTexcoord );
if(c4.a == 0.) return;
if(useMask == 1) {
vec4 m = texture2D( mask, v_vTexcoord );
if(m.r == 0.) c4.b = 0.;
}
c4 = sample(-1., -1., c4);
c4 = sample(-1., 0., c4);
c4 = sample(-1., 1., c4);
c4 = sample( 0., -1., c4);
c4 = sample( 0., 1., c4);
c4 = sample( 1., -1., c4);
c4 = sample( 1., 0., c4);
c4 = sample( 1., 1., c4);
gl_FragColor = c4;
}