Pixel-Composer/shaders/sh_mask_expand/sh_mask_expand.fsh
2023-09-26 19:35:25 +07:00

65 lines
1.8 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float amount;
void main() {
vec2 tx = 1. / dimension;
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
if(amount > 0.) {
if(gl_FragColor.a > 0.) {
gl_FragColor = vec4(1.);
return;
}
for( float i = 0.; i < amount; i++ ) {
vec2 _tx0 = v_vTexcoord + vec2( tx.x, 0. ) * i;
vec2 _tx1 = v_vTexcoord + vec2( -tx.x, 0. ) * i;
vec2 _tx2 = v_vTexcoord + vec2( 0., tx.y ) * i;
vec2 _tx3 = v_vTexcoord + vec2( 0., -tx.y ) * i;
vec4 _sm0 = texture2D( gm_BaseTexture, _tx0 );
if(_sm0.a > 0.) { gl_FragColor = vec4(1.); return; }
vec4 _sm1 = texture2D( gm_BaseTexture, _tx1 );
if(_sm1.a > 0.) { gl_FragColor = vec4(1.); return; }
vec4 _sm2 = texture2D( gm_BaseTexture, _tx2 );
if(_sm2.a > 0.) { gl_FragColor = vec4(1.); return; }
vec4 _sm3 = texture2D( gm_BaseTexture, _tx3 );
if(_sm3.a > 0.) { gl_FragColor = vec4(1.); return; }
}
gl_FragColor = vec4(0.);
} else {
if(gl_FragColor == vec4(0.)) return;
for( float i = 0.; i < abs(amount); i++ ) {
vec2 _tx0 = v_vTexcoord + vec2( tx.x, 0. ) * i;
vec2 _tx1 = v_vTexcoord + vec2( -tx.x, 0. ) * i;
vec2 _tx2 = v_vTexcoord + vec2( 0., tx.y ) * i;
vec2 _tx3 = v_vTexcoord + vec2( 0., -tx.y ) * i;
vec4 _sm0 = texture2D( gm_BaseTexture, _tx0 );
if(_sm0.a == 0.) { gl_FragColor = vec4(0.); return; }
vec4 _sm1 = texture2D( gm_BaseTexture, _tx1 );
if(_sm1.a == 0.) { gl_FragColor = vec4(0.); return; }
vec4 _sm2 = texture2D( gm_BaseTexture, _tx2 );
if(_sm2.a == 0.) { gl_FragColor = vec4(0.); return; }
vec4 _sm3 = texture2D( gm_BaseTexture, _tx3 );
if(_sm3.a == 0.) { gl_FragColor = vec4(0.); return; }
}
gl_FragColor = vec4(1.);
}
}