// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float borderSize; uniform vec4 borderColor; uniform int side; uniform int is_aa; uniform int is_blend; uniform float blend_alpha; uniform int outline_only; #define TAU 6.28318 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; } void main() { vec2 pixelPosition = v_vTexcoord * dimension; vec4 point = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 col; if(outline_only == 0) col = point; else col = vec4(0.); bool isOutline = false; float outline_alpha = 1.; bool closetCollected = false; vec4 closetColor; bool isBorder = false; if(side == 0) isBorder = point.a == 1.; else if(side == 1) isBorder = point.a < 1.; if(isBorder) { if(borderSize > 0.) { outline_alpha = 0.; float tauDiv = TAU / 64.; for(float i = 1.; i <= 32.; i++) { if(i > borderSize) break; for(float j = 0.; j < 64.; j++) { float ang = j * tauDiv; vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * i) / dimension; vec4 sam = texture2D( gm_BaseTexture, pxs ); if((side == 0 && sam.a < 1.) || (side == 1 && sam.a > 0.)) { isOutline = true; if(!closetCollected) { closetCollected = true; closetColor = sam; } if(i == borderSize) outline_alpha += sam.a; else outline_alpha = 1.; } } } } else { outline_alpha = 1.; float tauDiv = TAU / 4.; for(float j = 0.; j < 4.; j++) { float ang = j * tauDiv; vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) ) / dimension; vec4 sam = texture2D( 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) { if(is_blend == 0) { if(side == 0) { col = borderColor; if(is_aa == 1) col.a = point.a; } else { float alpha = point.a + outline_alpha * (1. - point.a); col = ((point * point.a) + (borderColor * outline_alpha * (1. - point.a))) / alpha; if(is_aa == 1) col.a = alpha; else col.a = 1.; } } else { vec4 bcol; if(side == 0) bcol = point; else if(side == 1) bcol = closetColor; float blend = blend_alpha * outline_alpha; if(is_aa == 0) blend = blend_alpha; float alpha = bcol.a + blend * (1. - bcol.a); col = (borderColor * blend + bcol * bcol.a * ( 1. - blend )) / alpha; col.a = alpha; } } } gl_FragColor = col; }