Pixel-Composer/shaders/sh_rim/sh_rim.fsh

34 lines
662 B
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float rotation;
float d(vec4 c) { return (c.r + c.g + c.b) / 3. * c.a; }
void main() {
vec2 tx = 1. / dimension;
vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord );
int emp = 0;
vec2 px = v_vTexcoord * dimension;
gl_FragColor = vec4(0.);
if(d(cc) > 0.) {
float ang = radians(rotation);
vec2 sx = vec2(cos(ang), -sin(ang)) * tx;
vec4 c;
for(float i = 1.; i <= 1.; i++) {
vec2 ss = v_vTexcoord + sx * float(i);
c = texture2D( gm_BaseTexture, ss );
if(d(c) == 0.) emp++;
else break;
}
}
if(emp >= 1) gl_FragColor = cc;
}