2022-01-13 05:24:03 +01:00
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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 vec2 dimension;
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2022-12-27 04:00:50 +01:00
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#define TAU 6.283185307179586
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#define angle_sample 4.
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2022-12-21 02:30:23 +01:00
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#define distance_sample 64.
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2022-01-13 05:24:03 +01:00
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void main() {
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vec2 pixelPosition = v_vTexcoord * dimension;
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vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
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vec2 scale = dimension / distance_sample;
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float min_dist = 1.;
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gl_FragColor = col;
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2022-12-27 04:00:50 +01:00
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if(col.a == 1.)
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return;
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float tauDiv = TAU / angle_sample;
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for(float i = 1.; i <= distance_sample; i++)
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for(float j = 0.; j < angle_sample; j++) {
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float ang = j * tauDiv;
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vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * scale * i) / dimension;
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vec4 sam = texture2D( gm_BaseTexture, pxs );
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2022-01-13 05:24:03 +01:00
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2022-12-27 04:00:50 +01:00
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if(sam.a < 1.) continue;
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gl_FragColor = sam;
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return;
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2022-01-13 05:24:03 +01:00
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}
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}
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