Pixel-Composer/shaders/sh_de_stray/sh_de_stray.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float tolerance;
bool sameColor(in vec4 c1, in vec4 c2) {
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return length(c1 - c2) < tolerance;
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}
void main() {
vec4 curr_color = texture2D( gm_BaseTexture, v_vTexcoord );
vec2 _dim = 1. / dimension;
vec4 col_t = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., _dim.y));
vec4 col_b = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., -_dim.y));
vec4 col_l = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-_dim.x, 0.));
vec4 col_r = texture2D( gm_BaseTexture, v_vTexcoord + vec2( _dim.x, 0.));
if(!sameColor(curr_color, col_t)) {
if(sameColor(col_t, col_b) && sameColor(col_b, col_l) && sameColor(col_l, col_r))
curr_color = col_t;
else if(sameColor(col_t, col_l) && sameColor(col_t, col_r))
curr_color = col_t;
else if(sameColor(col_t, col_b) && sameColor(col_t, col_r))
curr_color = col_t;
else if(sameColor(col_t, col_b) && sameColor(col_t, col_l))
curr_color = col_t;
} else if(!sameColor(curr_color, col_b) && sameColor(col_b, col_l) && sameColor(col_b, col_r))
curr_color = col_b;
gl_FragColor = curr_color;
}