Pixel-Composer/shaders/sh_blend_edge/sh_blend_edge.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int edge;
uniform vec2 width;
uniform int widthUseSurf;
uniform sampler2D widthSurf;
uniform float blend;
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uniform float smooth;
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void main() {
float wid = width.x;
float widMax = max(width.x, width.y);
if(widthUseSurf == 1) {
vec4 _vMap = texture2D( widthSurf, v_vTexcoord );
wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float bnd = 1. - blend;
vec4 off;
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float m = 0.;
vec2 v = 1. - max(vec2(0.), (1. - abs(v_vTexcoord - 0.5) * 2.) / wid - bnd) / (1. - bnd);
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vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 c2;
if(edge == 0) {
m = v.x;
c2 = texture2D( gm_BaseTexture, vec2(fract(v_vTexcoord.x + 0.5), v_vTexcoord.y) );
} else if(edge == 1) {
m = v.y;
c2 = texture2D( gm_BaseTexture, vec2(v_vTexcoord.x, fract(v_vTexcoord.y + 0.5)) );
}
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m = clamp(m, 0., 1.);
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m = mix(m, smoothstep(0., 1., m), smooth);
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gl_FragColor = mix(c1, c2, m);
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}