varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float tolerance; uniform int strict; uniform int fill; vec4 a4; float d(in vec4 c1, in vec4 c2) { return length(c1 - c2) / sqrt(4.); } bool s(in vec4 c1, in vec4 c2) { return d(c1, c2) <= tolerance; } #region select closet color vec4 sel2(in vec4 c0, in vec4 c1) { float d0 = d(a4, c0); float d1 = d(a4, c1); float mn = min(d0, d1); if(mn == d0) return c0; return c1; } vec4 sel3(in vec4 c0, in vec4 c1, in vec4 c2) { float d0 = d(a4, c0); float d1 = d(a4, c1); float d2 = d(a4, c2); float mn = min(min(d0, d1), d2); if(mn == d0) return c0; if(mn == d1) return c1; return c2; } vec4 sel4(in vec4 c0, in vec4 c1, in vec4 c2, in vec4 c3) { float d0 = d(a4, c0); float d1 = d(a4, c1); float d2 = d(a4, c2); float d3 = d(a4, c3); float mn = min(min(d0, d1), min(d2, d3)); if(mn == d0) return c0; if(mn == d1) return c1; if(mn == d2) return c2; return c3; } #endregion void main() { vec2 tx = 1. / dimension; // 0 1 2 // 3 4 5 // 6 7 8 vec4 a0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y)); vec4 a1 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y)); vec4 a2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y)); vec4 a3 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.)); a4 = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 a5 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.)); vec4 a6 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y)); vec4 a7 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y)); vec4 a8 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y)); gl_FragColor = a4; if(a4.a == 0.) { if(fill == 0) return; gl_FragColor = sel4(a1, a3, a5, a7); return; } if(strict == 0) { if(!s(a4, a1) && s(a1, a3) && s(a1, a5)) gl_FragColor = sel3(a1, a3, a5); if(!s(a4, a3) && s(a3, a1) && s(a3, a7)) gl_FragColor = sel3(a3, a1, a7); if(!s(a4, a5) && s(a5, a1) && s(a5, a7)) gl_FragColor = sel3(a5, a1, a7); if(!s(a4, a7) && s(a7, a3) && s(a7, a5)) gl_FragColor = sel3(a7, a3, a5); } else if(strict == 1) { if(!s(a4, a1) && s(a1, a3) && s(a1, a5) && s(a1, a7)) gl_FragColor = sel4(a1, a3, a5, a7); } else if(strict == 2) { if(!s(a4, a1) && s(a1, a3) && s(a1, a5) && s(a1, a7) && s(a1, a0) && s(a1, a2) && s(a1, a6) && s(a1, a8)) gl_FragColor = sel4(a1, a3, a5, a7); } }