mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
40 lines
770 B
GLSL
40 lines
770 B
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
uniform vec4 outlineColor;
|
|
|
|
#define TAU 6.283185307179586
|
|
|
|
void main() {
|
|
vec2 pixelPosition = v_vTexcoord * dimension;
|
|
gl_FragColor = vec4(0.);
|
|
|
|
vec4 sam = texture2D( gm_BaseTexture, v_vTexcoord );
|
|
if(sam.r > 0.) return;
|
|
|
|
for(float i = 1.; i <= 2.; i++) {
|
|
float base = 1.;
|
|
float top = 0.;
|
|
for(float j = 0.; j <= 8.; j++) {
|
|
float ang = top / base * TAU;
|
|
top += 2.;
|
|
if(top >= base) {
|
|
top = 1.;
|
|
base *= 2.;
|
|
}
|
|
|
|
vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * i) / dimension;
|
|
vec4 sam = texture2D( gm_BaseTexture, pxs );
|
|
|
|
if(sam.r > 0.) {
|
|
gl_FragColor = outlineColor;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|