Pixel-Composer/shaders/sh_atlas/sh_atlas.fsh
2022-12-27 10:00:50 +07:00

36 lines
797 B
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
#define TAU 6.283185307179586
#define angle_sample 4.
#define distance_sample 64.
void main() {
vec2 pixelPosition = v_vTexcoord * dimension;
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
vec2 scale = dimension / distance_sample;
float min_dist = 1.;
gl_FragColor = col;
if(col.a == 1.)
return;
float tauDiv = TAU / angle_sample;
for(float i = 1.; i <= distance_sample; i++)
for(float j = 0.; j < angle_sample; j++) {
float ang = j * tauDiv;
vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * scale * i) / dimension;
vec4 sam = texture2D( gm_BaseTexture, pxs );
if(sam.a < 1.) continue;
gl_FragColor = sam;
return;
}
}