Pixel-Composer/shaders/sh_outline_only/sh_outline_only.fsh

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2022-01-13 05:24:03 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float borderSize;
uniform vec4 borderColor;
#define TAU 6.28318
void main() {
vec2 pixelPosition = v_vTexcoord * dimension;
vec4 point = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
float tauDiv = TAU / 64.;
gl_FragColor = vec4(0.);
if(point.a == 0.0) {
for(float i = 1.; i < 16.; i++) {
if(i > borderSize) {
break;
}
for(float j = 0.; j < 64.; j++) {
float ang = j * tauDiv;
vec2 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension;
if(pxs.x < 0. || pxs.y < 0. || pxs.x > 1. || pxs.y > 1.)
continue;
vec4 sam = v_vColour * texture2D( gm_BaseTexture, pxs );
if(sam.a > 0.) {
gl_FragColor = borderColor;
break;
}
}
}
} else {
gl_FragColor = borderColor;
}
}