Pixel-Composer/shaders/sh_sdf_dist/sh_sdf_dist.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D original;
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uniform int side;
uniform int alpha;
uniform int invert;
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uniform float max_distance;
void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
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float aa = alpha == 1? texture2D( original, v_vTexcoord ).a : 1.;
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if(col.xy == vec2(0.)) {
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gl_FragColor = vec4(vec3(0.), aa);
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return;
}
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float dist = (max_distance - distance(col.xy, v_vTexcoord)) / max_distance;
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if(invert == 1) dist = 1. - dist;
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if((side == 0 && col.z == 0.) || (side == 1 && col.z == 1.)) {
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gl_FragColor = vec4(vec3(col.z), aa);
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return;
}
gl_FragColor = vec4(vec3(dist), aa);
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}