#pragma use(sampler_simple) #region -- sampler_simple -- [1729740692.1417658] uniform int sampleMode; vec4 sampleTexture( sampler2D texture, vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(texture, pos); if(sampleMode <= 1) return vec4(0.); else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.)); else if(sampleMode == 3) return texture2D(texture, fract(pos)); else if(sampleMode == 4) return vec4(vec3(0.), 1.); return vec4(0.); } #endregion -- sampler_simple -- varying vec2 v_vTexcoord; varying vec4 v_vColour; #define TAU 6.283185307179586 uniform vec2 dimension; uniform int profile; uniform vec2 borderStart; uniform int borderStartUseSurf; uniform sampler2D borderStartSurf; uniform vec2 borderSize; uniform int borderSizeUseSurf; uniform sampler2D borderSizeSurf; uniform vec4 borderColor; uniform int side; uniform int crop_border; uniform int is_aa; uniform int is_blend; uniform int filter[9]; uniform vec2 blend_alpha; uniform int blend_alphaUseSurf; uniform sampler2D blend_alphaSurf; uniform int outline_only; uniform int highRes; vec2 round(in vec2 v) { v.x = fract(v.x) > 0.5? ceil(v.x) : floor(v.x); v.y = fract(v.y) > 0.5? ceil(v.y) : floor(v.y); return v; } vec4 blendColor(vec4 base, vec4 colr, float alpha) { float blend = base.a + colr.a * alpha * (1. - base.a); vec4 col = (colr * alpha + base * base.a * ( 1. - alpha )) / blend; col.a = base.a + colr.a * alpha; return col; } bool angleFiltered(float angle) { float _dg = mod((degrees(angle) + 360. + ((side == 0)? 180. : 0.)), 360.); int _ind = 0; if(_dg <= 22.5 + 45. * 0.) _ind = 3; else if(_dg <= 22.5 + 45. * 1.) _ind = 0; else if(_dg <= 22.5 + 45. * 2.) _ind = 1; else if(_dg <= 22.5 + 45. * 3.) _ind = 2; else if(_dg <= 22.5 + 45. * 4.) _ind = 5; else if(_dg <= 22.5 + 45. * 5.) _ind = 8; else if(_dg <= 22.5 + 45. * 6.) _ind = 7; else if(_dg <= 22.5 + 45. * 7.) _ind = 6; else _ind = 3; return filter[_ind] == 0; } bool isOutline = false; bool closetCollected = false; vec4 closetColor = vec4(0.); float closetDistance = 99999.; void checkPixel(vec2 px, vec2 p) { vec2 txs = p / dimension; vec2 pxs = floor(p) + 0.5; if(side == 0 && crop_border == 1 && (txs.x < 0. || txs.x > 1. || txs.y < 0. || txs.y > 1.)) return; vec4 sam = sampleTexture( gm_BaseTexture, txs ); if(side == 0 && sam.a > 0.) return; //inside border, skip if current pixel is filled if(side == 1 && sam.a < 1.) return; //outside border, skip if current pixel is empty isOutline = true; float dist = 0.; if(profile == 0) dist = distance(px, pxs); else if(profile == 1) dist = max(abs(px.x - pxs.x), abs(px.y - pxs.y)); else if(profile == 2) dist = abs(px.x - pxs.x) + abs(px.y - pxs.y); if(dist < closetDistance) { closetDistance = dist; closetColor = sam; } } void main() { #region params float bStr = borderStart.x; if(borderStartUseSurf == 1) { vec4 _vMap = texture2D( borderStartSurf, v_vTexcoord ); bStr = mix(borderStart.x, borderStart.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float bSiz = borderSize.x; if(borderSizeUseSurf == 1) { vec4 _vMap = texture2D( borderSizeSurf, v_vTexcoord ); bSiz = mix(borderSize.x, borderSize.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float bld = blend_alpha.x; if(blend_alphaUseSurf == 1) { vec4 _vMap = texture2D( blend_alphaSurf, v_vTexcoord ); bld = mix(blend_alpha.x, blend_alpha.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } #endregion vec2 pixelPosition = v_vTexcoord * dimension; vec4 baseColor = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 col = outline_only == 0? baseColor : vec4(0.); gl_FragColor = col; #region filter out filled ot empty pixel bool isBorder = false; if(side == 0) isBorder = baseColor.a > 0.; else if(side == 1) isBorder = baseColor.a < 1.; if(!isBorder) { gl_FragColor = col; return; } #endregion if(bSiz + bStr > 0.) { float itr = bStr + bSiz + float(is_aa); if(profile == 0) { float atr = highRes == 1? 256. : 64.; for(float i = 1.; i <= itr; i++) { float base = 1.; float top = 0.; for(float j = 0.; j <= atr; j++) { float ang = top / base * TAU; top += 2.; if(top >= base) { top = 1.; base *= 2.; } if(angleFiltered(ang)) continue; vec2 pxs = pixelPosition + vec2( cos(ang), sin(ang)) * i; checkPixel(pixelPosition, pxs); } } } else if(profile == 1) { for(float i = -itr; i <= itr; i++) for(float j = -itr; j <= itr; j++) { if(i == 0. && j == 0.) continue; checkPixel(pixelPosition, pixelPosition + vec2(j, i)); } } else if(profile == 2) { for(float i = 1.; i <= itr; i++) { for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition + vec2( j, i - j)); } for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition - vec2( j, i - j)); } for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition + vec2(-j, i - j)); } for(float j = 0.; j < itr; j++) { if(j >= i) break; checkPixel(pixelPosition, pixelPosition - vec2(-j, i - j)); } } } } else { closetDistance = 0.; float tauDiv = TAU / 4.; for(float j = 0.; j < 4.; j++) { float ang = j * tauDiv; if(angleFiltered(ang)) continue; vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) ) / dimension; if(side == 0 && crop_border == 1 && (pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.)) continue; vec4 sam = sampleTexture( gm_BaseTexture, pxs ); if((side == 0 && sam.a == 0.) || (side == 1 && sam.a > 0.)) { isOutline = true; if(!closetCollected) { closetCollected = true; closetColor = sam; } break; } } } if(!isOutline) return; float _aa = 1.; if(is_aa == 1) _aa = min(smoothstep(bSiz + bStr + 1., bSiz + bStr, closetDistance), smoothstep(bStr - 1., bStr, closetDistance)); else _aa = min(step(-(bSiz + bStr + 0.5), -closetDistance), step(bStr - 0.5, closetDistance)); if(_aa == 0.) return; if(is_blend == 0) col = blendColor(baseColor, borderColor, _aa); else { col = blendColor(side == 0? baseColor : closetColor, borderColor, _aa * bld); col.a = _aa; } gl_FragColor = col; }