mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
59 lines
1.5 KiB
Text
59 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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform int selectionSize;
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uniform float selection[64];
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uniform float selectionGroup[640];
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void main() {
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vec2 tx = 1. / dimension;
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vec4 base = texture2D( gm_BaseTexture, v_vTexcoord );
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float bs = base.r - 1.;
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gl_FragColor = vec4(0.);
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if(bs == -1.) return;
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for(int i = 0; i < selectionSize; i++) {
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float selInd = selection[i];
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if(selInd < 10000.) continue;
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int _arr = int(selInd - 10000.);
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int _len = int(selectionGroup[_arr * 64]);
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for(int k = 0; k < _len; k++) {
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float _subI = selectionGroup[_arr * 64 + 1 + k];
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if(_subI == -1.) continue;
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if(bs == _subI) {
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gl_FragColor = vec4(selInd, 0., 0., 1.);
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return;
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}
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}
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}
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}
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