// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PI 3.14159265359 uniform sampler2D prevFrame; uniform vec2 dimension; uniform float range; void main() { vec4 colCur = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 colPre = texture2D( prevFrame, v_vTexcoord ); if(colCur.a > 0.) { gl_FragColor = colCur; return; } gl_FragColor = vec4(0.); float piStep = PI / 64.; for(float i = 0.; i <= range; i++) for(float j = 0.; j <= PI * 2.; j += piStep) { vec2 shift = vec2(cos(j), sin(j)) * i / dimension; vec2 pos0 = v_vTexcoord + shift; vec2 pos1 = v_vTexcoord - shift; if(pos0.x < 0. || pos0.y < 0. || pos0.x > 1. || pos0.y > 1.) continue; vec4 col0 = texture2D( prevFrame, pos0 ); if(col0.a == 0.) continue; vec2 norm = normalize(shift); for(float k = 0.; k <= range; k++) { vec2 posS = v_vTexcoord - norm * k / dimension; if(posS.x < 0. || posS.y < 0. || posS.x > 1. || posS.y > 1.) continue; vec4 colS = texture2D( gm_BaseTexture, posS ); if(colS.a == 0.) continue; gl_FragColor = colS; return; } } }