2022-01-13 05:24:03 +01:00
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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 float height;
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2023-01-25 06:49:00 +01:00
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uniform int smooth;
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2022-01-13 05:24:03 +01:00
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2023-03-21 03:01:53 +01:00
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float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }
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2022-01-13 05:24:03 +01:00
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void main() {
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vec2 pixelStep = 1. / dimension;
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2023-01-17 08:11:55 +01:00
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vec4 c = texture2D(gm_BaseTexture, v_vTexcoord);
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float col = bright(c);
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2023-01-25 06:49:00 +01:00
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float h0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1., 0.)));
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float h1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1., 0.)));
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float v0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 0., -1.)));
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float v1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 0., 1.)));
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float d0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1., -1.)));
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float d1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1., -1.)));
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float d2 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1., 1.)));
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float d3 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1., 1.)));
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vec2 normal;
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if(smooth == 1) {
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normal = (vec2(h1 - col, 0.)
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+ vec2(col - h0, 0.)
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+ vec2(0., v1 - col)
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+ vec2(0., col - v0)
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+ vec2(d0 - col, col - d0) / sqrt(2.)
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+ vec2(col - d1, col - d1) / sqrt(2.)
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+ vec2(col - d2, d2 - col) / sqrt(2.)
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+ vec2(d3 - col, d3 - col) / sqrt(2.)
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) / (2. + 2. * sqrt(2.)) * height + 0.5;
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} else if(smooth == 0) {
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normal = (vec2(h1 - col, 0.)
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+ vec2(col - h0, 0.)
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+ vec2(0., v1 - col)
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+ vec2(0., col - v0)
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) / 2. * height + 0.5;
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}
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2022-01-13 05:24:03 +01:00
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2023-01-17 08:11:55 +01:00
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gl_FragColor = vec4(normal, 1., c.a);
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2022-01-13 05:24:03 +01:00
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}
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