mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
58 lines
1.2 KiB
GLSL
58 lines
1.2 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 size;
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uniform int border;
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uniform int alpha;
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#define TAU 6.283185307179586
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float bright(in vec4 col) {
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return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a;
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}
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void main() {
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vec2 pixelPosition = v_vTexcoord * dimension;
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vec4 point = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 fill = vec4(0.);
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if(alpha == 0) fill.a = 1.;
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gl_FragColor = point;
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if(alpha == 0 && length(point.rgb) <= 0.)
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return;
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if(alpha == 1 && point.a <= 0.)
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return;
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for(float i = 1.; i < size; i++) {
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float base = 1.;
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float top = 0.;
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for(float j = 0.; j <= 64.; j++) {
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float ang = top / base * TAU;
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top += 2.;
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if(top >= base) {
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top = 1.;
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base *= 2.;
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}
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vec2 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension;
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if(border == 1)
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pxs = clamp(pxs, vec2(0.), vec2(1.));
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if(pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.) {
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gl_FragColor = fill;
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break;
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}
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vec4 sam = texture2D( gm_BaseTexture, pxs );
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if((alpha == 0 && length(sam.rgb) * sam.a == 0.) || (alpha == 1 && sam.a == 0.)) {
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gl_FragColor = fill;
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break;
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}
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}
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}
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}
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