mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
35 lines
769 B
Plaintext
35 lines
769 B
Plaintext
|
//
|
||
|
// Simple passthrough fragment shader
|
||
|
//
|
||
|
varying vec2 v_vTexcoord;
|
||
|
varying vec4 v_vColour;
|
||
|
|
||
|
uniform vec2 dimension;
|
||
|
uniform float size;
|
||
|
#define TAU 6.28318
|
||
|
|
||
|
void main() {
|
||
|
vec2 pixelPosition = v_vTexcoord * dimension;
|
||
|
vec4 point = texture2D( gm_BaseTexture, v_vTexcoord );
|
||
|
float tau_div = TAU / 64.;
|
||
|
gl_FragColor = point;
|
||
|
|
||
|
if(point.a < 1.) {
|
||
|
for(float i = 1.; i < size; i++) {
|
||
|
for(float j = 0.; j < 64.; j++) {
|
||
|
float ang = j * tau_div;
|
||
|
vec2 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension;
|
||
|
if(pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.) continue;
|
||
|
|
||
|
vec4 sam = texture2D( gm_BaseTexture, pxs );
|
||
|
if(sam.a > 0.) {
|
||
|
gl_FragColor = vec4(sam.rgb, 1.);
|
||
|
i = size;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|