// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float size; uniform int border; uniform int alpha; #define TAU 6.28318 float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; } void main() { vec2 pixelPosition = v_vTexcoord * dimension; vec4 point = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 fill = vec4(0.); if(alpha == 0) fill.a = 1.; float tau_div = TAU / 64.; gl_FragColor = point; if((alpha == 0 && length(point.rgb) > 0.) || (alpha == 1 && point.a > 0.)) { for(float i = 1.; i < size; i++) { for(float j = 0.; j < 64.; j++) { float ang = j * tau_div; vec2 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension; if(border == 1) pxs = clamp(pxs, vec2(0.), vec2(1.)); vec4 sam = texture2D( gm_BaseTexture, pxs ); if(pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.) { gl_FragColor = fill; break; } if((alpha == 0 && length(sam.rgb) == 0.) || (alpha == 1 && sam.a == 0.)) { gl_FragColor = fill; break; } } } } }