mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
58 lines
1.5 KiB
Text
58 lines
1.5 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 sampler2D vNormal;
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uniform vec2 dimension;
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void main() {
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vec3 cNormal = texture2D( vNormal, v_vTexcoord ).rgb;
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vec2 tx = 1. / dimension;
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vec3 sampled = vec3(0.);
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float weight = 0.;
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float radius = 3.;
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for(float i = -radius; i <= radius; i++)
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for(float j = -radius; j <= radius; j++) {
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vec2 pos = v_vTexcoord + vec2(i, j) * tx;
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if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.)
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continue;
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float str = 1. - length(vec2(i, j)) / radius;
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if(str < 0.) continue;
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vec3 _normal = texture2D( vNormal, pos ).rgb;
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if(distance(_normal, cNormal) > 0.2) continue;
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sampled += texture2D( gm_BaseTexture, pos ).rgb * str;
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weight += str;
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}
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gl_FragColor = vec4(sampled / weight, 1.);
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}
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