Pixel-Composer/build/Windows/0/cache/sh_scale2x.shader

63 lines
1.8 KiB
Text
Raw Normal View History

//
// 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 tol;
bool eq(in vec4 c1, in vec4 c2) {
return distance(c1, c2) <= tol;
}
void main() {
vec2 pixel = 1. / dimension;
vec2 tex_pos = v_vTexcoord;
vec2 pos_B = clamp(tex_pos + vec2( 0, -pixel.y), 0., 1.);
vec2 pos_D = clamp(tex_pos + vec2(-pixel.x, 0), 0., 1.);
vec2 pos_F = clamp(tex_pos + vec2( pixel.x, 0), 0., 1.);
vec2 pos_H = clamp(tex_pos + vec2( 0, pixel.y), 0., 1.);
vec4 E = texture2D( gm_BaseTexture, tex_pos);
vec4 B = texture2D( gm_BaseTexture, pos_B);
vec4 D = texture2D( gm_BaseTexture, pos_D);
vec4 F = texture2D( gm_BaseTexture, pos_F);
vec4 H = texture2D( gm_BaseTexture, pos_H);
vec2 rem = floor(fract(tex_pos * dimension) * 2.);
float index = rem.y * 2. + rem.x;
if(!eq(B, H) && !eq(D, F)) {
if(index == 0.) gl_FragColor = eq(D, B)? D : E;
else if(index == 1.) gl_FragColor = eq(B, F)? F : E;
else if(index == 2.) gl_FragColor = eq(D, H)? D : E;
else gl_FragColor = eq(H, F)? F : E;
} else {
gl_FragColor = E;
}
}