mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
44 lines
1.3 KiB
GLSL
44 lines
1.3 KiB
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform float tolerance;
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bool sameColor(in vec4 c1, in vec4 c2) {
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if(abs(c1.r - c2.r) > tolerance) return false;
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if(abs(c1.g - c2.g) > tolerance) return false;
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if(abs(c1.b - c2.b) > tolerance) return false;
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if(abs(c1.a - c2.a) > tolerance) return false;
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return true;
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}
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void main() {
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vec4 curr_color = texture2D( gm_BaseTexture, v_vTexcoord );
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vec2 _dim = 1. / dimension;
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vec4 col_t = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., _dim.y));
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vec4 col_b = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., -_dim.y));
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vec4 col_l = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-_dim.x, 0.));
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vec4 col_r = texture2D( gm_BaseTexture, v_vTexcoord + vec2( _dim.x, 0.));
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if(!sameColor(curr_color, col_t)) {
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if(sameColor(col_t, col_b) && sameColor(col_b, col_l) && sameColor(col_l, col_r))
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curr_color = col_t;
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else if(sameColor(col_t, col_l) && sameColor(col_t, col_r))
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curr_color = col_t;
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else if(sameColor(col_t, col_b) && sameColor(col_t, col_r))
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curr_color = col_t;
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else if(sameColor(col_t, col_b) && sameColor(col_t, col_l))
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curr_color = col_t;
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} else if(!sameColor(curr_color, col_b) && sameColor(col_b, col_l) && sameColor(col_b, col_r))
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curr_color = col_b;
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gl_FragColor = curr_color;
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}
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