// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ // // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define TAU 6.283185307179586 uniform sampler2D prevFrame; uniform vec2 dimension; uniform float range; uniform float segmentStart; uniform float segmentSize; uniform float alphaPrev; uniform float alphaCurr; uniform int mode; uniform int matchColor; uniform int blendColor; void main() { gl_FragColor = vec4(0.); vec4 colCur = texture2D( gm_BaseTexture, v_vTexcoord ); colCur.a *= alphaCurr; if(colCur.a > 0.5) { if(mode == 0) gl_FragColor = colCur; return; } float colThres = 0.02; vec2 texel = 1. / dimension; for(float i = 0.; i <= range; i++) { float base = 1.; float top = 0.; for(float j = 0.; j <= 64.; j++) { float ang = top / base * TAU; top += 2.; if(top >= base) { top = 1.; base *= 2.; } vec2 shift = vec2(cos(ang), sin(ang)) * i * texel; vec2 pos0 = v_vTexcoord + shift; if(pos0.x < 0. || pos0.y < 0. || pos0.x > 1. || pos0.y > 1.) continue; vec4 col0 = texture2D( gm_BaseTexture, pos0 ); col0.a *= alphaCurr; if(col0.a <= 0.5) continue; vec2 norm = normalize(shift) * texel; vec4 _colS = vec4(0.); int searchStage = 0; for(float k = 0.; k <= range; k++) { vec2 posS = v_vTexcoord - norm * k; if(searchStage == 0 && (posS.x < 0. || posS.y < 0. || posS.x > 1. || posS.y > 1.)) continue; vec4 colS = texture2D( prevFrame, posS ); colS.a *= alphaPrev; if(mode == 0 && matchColor == 1) { if(matchColor == 1 && distance(colS, col0) >= colThres) continue; gl_FragColor = col0; return; } else { if(searchStage == 0 && ((matchColor == 0 && colS.a > 0.5) || (matchColor == 1 && distance(colS, col0) <= colThres))) { searchStage = 1; _colS = colS; gl_FragColor = col0; } else if(searchStage == 1 && ((matchColor == 0 && colS.a < 0.5) || (matchColor == 1 && distance(colS, col0) >= colThres))) { if(matchColor == 0) gl_FragColor = mix(_colS, col0, blendColor == 0? 1. : 1. - i / k); else gl_FragColor = vec4(norm.x, norm.y, segmentStart + segmentSize * (i / k), 1.); return; } } } } } }