Pixel-Composer/shaders/sh_pb_highlight/sh_pb_highlight.fsh
2023-07-21 12:40:20 +02:00

124 lines
3.6 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int sides[9];
uniform vec4 highlightColor;
uniform vec4 shadowColor;
uniform float seed;
uniform float roughness;
uniform float roughScale;
float random (in vec2 st) { return fract(sin(dot(st.xy + seed / 100., vec2(12.9898, 78.233))) * 43758.5453123); }
vec4 sample ( vec2 position ) {
if(position.x < 0.) return vec4(0.);
if(position.y < 0.) return vec4(0.);
if(position.x > 1.) return vec4(0.);
if(position.y > 1.) return vec4(0.);
return texture2D( gm_BaseTexture, position );
}
vec4 index ( vec4 def, int ind ) {
if(sides[ind] == 1)
return highlightColor;
else if(sides[ind] == -1)
return shadowColor;
return def;
}
void main() {
vec2 tx = 1. / dimension;
gl_FragColor = sample(v_vTexcoord );
if(gl_FragColor.a == 0.) return;
bool a0 = sample( v_vTexcoord + vec2( -tx.x, -tx.y) ).a == 0.;
bool a1 = sample( v_vTexcoord + vec2( 0., -tx.y) ).a == 0.;
bool a2 = sample( v_vTexcoord + vec2( tx.x, -tx.y) ).a == 0.;
bool a3 = sample( v_vTexcoord + vec2( -tx.x, 0.) ).a == 0.;
bool a5 = sample( v_vTexcoord + vec2( tx.x, 0.) ).a == 0.;
bool a6 = sample( v_vTexcoord + vec2( -tx.x, tx.y) ).a == 0.;
bool a7 = sample( v_vTexcoord + vec2( 0., tx.y) ).a == 0.;
bool a8 = sample( v_vTexcoord + vec2( tx.x, tx.y) ).a == 0.;
//outer corner
if(a0 && a1 && a3)
gl_FragColor = index( gl_FragColor, 0 );
else if(a1 && a2 && a5)
gl_FragColor = index( gl_FragColor, 2 );
else if(a3 && a6 && a7)
gl_FragColor = index( gl_FragColor, 6 );
else if(a5 && a7 && a8)
gl_FragColor = index( gl_FragColor, 8 );
//outer side
else if(a0 && a1 && a2 && !a3 && !a5 && !a6 && !a7 && !a8)
gl_FragColor = index( gl_FragColor, 1 );
else if(a0 && !a1 && !a2 && a3 && !a5 && a6 && !a7 && !a8)
gl_FragColor = index( gl_FragColor, 3 );
else if(!a0 && !a1 && a2 && !a3 && a5 && !a6 && !a7 && a8)
gl_FragColor = index( gl_FragColor, 5 );
else if(!a0 && !a1 && !a2 && !a3 && !a5 && a6 && a7 && a8)
gl_FragColor = index( gl_FragColor, 7 );
//inner side
else if(a1)
gl_FragColor = index( gl_FragColor, 1 );
else if(a3)
gl_FragColor = index( gl_FragColor, 3 );
else if(a5)
gl_FragColor = index( gl_FragColor, 5 );
else if(a7)
gl_FragColor = index( gl_FragColor, 7 );
//inner corner
else if(a0)
gl_FragColor = index( gl_FragColor, 0 );
else if(a2)
gl_FragColor = index( gl_FragColor, 2 );
else if(a6)
gl_FragColor = index( gl_FragColor, 6 );
else if(a8)
gl_FragColor = index( gl_FragColor, 8 );
else {
bool a11 = sample( v_vTexcoord + vec2( 0., -tx.y) * 2. ).a == 0.;
bool a33 = sample( v_vTexcoord + vec2(-tx.x, 0.) * 2. ).a == 0.;
bool a55 = sample( v_vTexcoord + vec2( tx.x, 0.) * 2. ).a == 0.;
bool a77 = sample( v_vTexcoord + vec2( 0., tx.y) * 2. ).a == 0.;
//corner smooth
if(sides[4] == 1) {
if(sides[1] == sides[3] && a11 && a33)
gl_FragColor = index( gl_FragColor, 0 );
if(sides[1] == sides[5] && a11 && a55)
gl_FragColor = index( gl_FragColor, 2 );
if(sides[7] == sides[3] && a77 && a33)
gl_FragColor = index( gl_FragColor, 6 );
if(sides[7] == sides[5] && a77 && a55)
gl_FragColor = index( gl_FragColor, 8 );
}
if(roughness > 0.) {
float r = random(v_vTexcoord * roughScale);
if(!a1 && a11 && r < roughness)
gl_FragColor = index( gl_FragColor, 1 );
else if(!a3 && a33 && r < roughness)
gl_FragColor = index( gl_FragColor, 3 );
else if(!a5 && a55 && r < roughness)
gl_FragColor = index( gl_FragColor, 5 );
else if(!a7 && a77 && r < roughness)
gl_FragColor = index( gl_FragColor, 7 );
}
}
}