mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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54 lines
1.2 KiB
Text
54 lines
1.2 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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#define TAU 6.28318530718
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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 radius;
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uniform float threshold;
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void main() {
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vec2 tx = 1. / dimension;
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vec4 cc = vec4(0.);
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float av = 0., dv = 0.;
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float stp = TAU / 64.;
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for(float i = 0.; i < radius; i++)
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for(float j = 0.; j < TAU; j += stp) {
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vec2 sx = v_vTexcoord + vec2(cos(j), sin(j)) * tx * i;
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vec4 c = texture2D( gm_BaseTexture, sx );
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cc += c;
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dv += 1.;
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av += c.a;
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}
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cc /= dv;
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gl_FragColor = step(threshold, cc);
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}
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