Pixel-Composer/shaders/sh_brush_outline/sh_brush_outline.fsh

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2023-07-14 20:34:35 +02:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
void main() {
gl_FragColor = vec4(0.);
vec2 tx = 1. / dimension;
float p = texture2D( gm_BaseTexture, v_vTexcoord ).a > 0.? 1. : 0.;
float p1 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(0., tx.y) ).a > 0.? 1. : 0.;
float p3 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(tx.x, 0.) ).a > 0.? 1. : 0.;
float p5 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(tx.x, 0.) ).a > 0.? 1. : 0.;
float p7 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., tx.y) ).a > 0.? 1. : 0.;
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if(p1 != p7 || p3 != p5) {
if(p == 0.) gl_FragColor = v_vColour;
if(p == 1.) gl_FragColor = vec4(0., 0., 0., 1.);
}
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}