// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int border; uniform int alpha; uniform vec2 size; uniform int sizeUseSurf; uniform sampler2D sizeSurf; #define TAU 6.283185307179586 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.; gl_FragColor = point; if(alpha == 0 && length(point.rgb) <= 0.) return; if(alpha == 1 && point.a <= 0.) return; float siz = size.x; float sizMax = siz; if(sizeUseSurf == 1) { sizMax = max(size.x, size.y); vec4 _vMap = texture2D( sizeSurf, v_vTexcoord ); siz = mix(size.x, size.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } for(float i = 1.; i <= sizMax; i++) { if(i > siz) break; 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 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension; if(border == 1) pxs = clamp(pxs, vec2(0.), vec2(1.)); if(pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.) { gl_FragColor = fill; break; } vec4 sam = texture2D( gm_BaseTexture, pxs ); if((alpha == 0 && length(sam.rgb) * sam.a == 0.) || (alpha == 1 && sam.a == 0.)) { gl_FragColor = fill; break; } } } }