2022-12-13 14:11:39 +01:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 center;
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uniform int axis;
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uniform float amount;
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2022-12-27 04:00:50 +01:00
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uniform int sampleMode;
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vec4 sampleTexture(vec2 pos) {
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if(pos.x > 0. && pos.y > 0. && pos.x < 1. && pos.y < 1.)
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return texture2D(gm_BaseTexture, pos);
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if(sampleMode == 0)
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return vec4(0.);
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if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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return vec4(0.);
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}
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2022-12-13 14:11:39 +01:00
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void main() {
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vec2 pos = v_vTexcoord;
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vec2 cnt = center / dimension;
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if(axis == 0)
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pos.x += (pos.y - cnt.y) * amount;
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else
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pos.y += (pos.x - cnt.x) * amount;
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2022-12-27 04:00:50 +01:00
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gl_FragColor = sampleTexture( pos );
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2022-12-13 14:11:39 +01:00
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}
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