// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int algorithm; uniform int shape; uniform float size; uniform int sampleMode; vec4 sampleTexture(vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.)); if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos)); return vec4(0.); } float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; } void main() { vec2 tex = 1. / dimension; vec4 acc = vec4(0.); vec4 maxx = vec4(0.), minn = vec4(1.); float weight = 0., _w; vec4 col = sampleTexture(v_vTexcoord); for(float i = -size; i <= size; i++) for(float j = -size; j <= size; j++) { if(shape == 1 && i * i + j * j > size * size) continue; if(shape == 2 && abs(i) + abs(j) > size) continue; if(shape == 0) _w = min(size - abs(i), size - abs(j)); else if(shape == 1) _w = size - length(vec2(i, j)); else if(shape == 2) _w = size - (abs(i) + abs(j)); vec4 col = sampleTexture(v_vTexcoord + vec2(i, j) * tex); if(algorithm == 0) { acc += col; weight++; } else if(algorithm == 1) { maxx = max(maxx, col); } else if(algorithm == 2) { minn = min(minn, col); } } if(algorithm == 0) gl_FragColor = acc / weight; else if(algorithm == 1) gl_FragColor = maxx; else if(algorithm == 2) gl_FragColor = minn; }