mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
50 lines
1.1 KiB
GLSL
50 lines
1.1 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 sampler2D map;
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uniform vec2 mapDimension;
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uniform int useMap;
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uniform vec2 dimension;
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uniform float ditherSize;
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uniform float dither[64];
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uniform float seed;
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float random (in vec2 st, float seed) { return fract(sin(dot(st.xy, vec2(1892.9898, 78.23453))) * (seed + 437.54123)); }
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void main() {
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vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
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if(c.a == 1.) {
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gl_FragColor = c;
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return;
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}
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vec2 pos = floor(v_vTexcoord * dimension);
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float val;
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if(useMap == 0) {
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float col = mod(pos.x, ditherSize);
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float row = mod(pos.y, ditherSize);
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val = dither[int(row * ditherSize + col)] / (ditherSize * ditherSize - 1.);
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} else if(useMap == 1) {
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float col = mod(pos.x, mapDimension.x);
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float row = mod(pos.y, mapDimension.y);
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vec4 map_data = texture2D( map, vec2(col, row) / mapDimension );
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val = dot(map_data.rgb, vec3(0.2126, 0.7152, 0.0722));
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} else if(useMap == 2) {
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val = random(v_vTexcoord, seed);
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}
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c.a = c.a > val? 1. : 0.;
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gl_FragColor = c;
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}
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