mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
43 lines
1.1 KiB
GLSL
43 lines
1.1 KiB
GLSL
#define DIM 32.
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec4 color;
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uniform sampler2D surface;
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void main() {
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vec3 brv = vec3(0.2126, 0.7152, 0.0722);
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float tx = 1. / DIM;
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float rng = 0.1;
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float brF = v_vTexcoord.x - rng;
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float brT = v_vTexcoord.x + rng;
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float w = 0.;
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float r = 0.;
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float g = 0.;
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float b = 0.;
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for(float x = 0.; x < DIM; x++)
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for(float y = 0.; y < DIM; y++) {
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vec4 c = texture2D( surface, vec2(x + 0.5, y + 0.5) * tx );
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float br = dot(c.rgb, brv);
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if(br > brF && br <= brT) w++;
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if(c.r > brF && c.r <= brT) r++;
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if(c.g > brF && c.g <= brT) g++;
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if(c.b > brF && c.b <= brT) b++;
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}
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float ws = 1. - w / (DIM * DIM);
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float rs = 1. - r / (DIM * DIM);
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float gs = 1. - g / (DIM * DIM);
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float bs = 1. - b / (DIM * DIM);
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gl_FragData[0] = vec4(step(ws, v_vTexcoord.y));
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gl_FragData[1] = vec4(step(rs, v_vTexcoord.y));
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gl_FragData[2] = vec4(step(gs, v_vTexcoord.y));
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gl_FragData[3] = vec4(step(bs, v_vTexcoord.y));
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}
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