Pixel-Composer/shaders/sh_blend_edge/sh_blend_edge.fsh
2024-02-01 11:26:02 +07:00

37 lines
919 B
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int edge;
uniform vec2 width;
uniform int widthUseSurf;
uniform sampler2D widthSurf;
uniform float blend;
void main() {
float wid = width.x;
float widMax = max(width.x, width.y);
if(widthUseSurf == 1) {
vec4 _vMap = texture2D( widthSurf, v_vTexcoord );
wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float bnd = 1. - blend;
vec4 off;
float m = 0.;
vec2 v = 1. - max(vec2(0.), abs(v_vTexcoord - 0.5) * 2. / wid - bnd) / (1. - bnd);
vec2 vi = 1. - max(vec2(0.), (1. - abs(v_vTexcoord - 0.5) * 2.) / wid - bnd) / (1. - bnd);
float mi = 1. - max(vi.x, vi.y);
if(edge == 0) m = min(max(v.x, v.y), max(v.x, v.y) + mi - 1.);
else if(edge == 1) m = v.x;
else if(edge == 2) m = v.y;
m = clamp(m, 0., 1.);
//m = smoothstep(0., 1., m);
gl_FragColor = vec4(vec3(m), 1.);
}