2024-03-28 14:18:02 +01:00
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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2024-09-25 04:04:06 +02:00
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uniform vec2 dimension;
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2024-03-28 14:18:02 +01:00
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uniform float rotation;
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float d(vec4 c) { return (c.r + c.g + c.b) / 3. * c.a; }
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void main() {
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2024-09-25 04:04:06 +02:00
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vec2 tx = 1. / dimension;
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2024-03-28 14:18:02 +01:00
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vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord );
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int emp = 0;
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2024-09-25 04:04:06 +02:00
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vec2 px = v_vTexcoord * dimension;
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2024-03-28 14:18:02 +01:00
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gl_FragColor = vec4(0.);
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if(d(cc) > 0.) {
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float ang = radians(rotation);
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vec2 sx = vec2(cos(ang), -sin(ang)) * tx;
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vec4 c;
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for(float i = 1.; i <= 1.; i++) {
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vec2 ss = v_vTexcoord + sx * float(i);
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c = texture2D( gm_BaseTexture, ss );
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if(d(c) == 0.) emp++;
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else break;
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}
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}
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if(emp >= 1) gl_FragColor = cc;
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}
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