mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
125 lines
3.6 KiB
GLSL
125 lines
3.6 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 int sides[9];
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uniform vec4 highlightColor;
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uniform vec4 shadowColor;
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uniform float seed;
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uniform float roughness;
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uniform float roughScale;
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float random (in vec2 st) { return fract(sin(dot(st.xy + seed / 100., vec2(12.9898, 78.233))) * 43758.5453123); }
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vec4 sample ( vec2 position ) {
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if(position.x < 0.) return vec4(0.);
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if(position.y < 0.) return vec4(0.);
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if(position.x > 1.) return vec4(0.);
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if(position.y > 1.) return vec4(0.);
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return texture2D( gm_BaseTexture, position );
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}
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vec4 index ( vec4 def, int ind ) {
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if(sides[ind] == 1)
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return highlightColor;
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else if(sides[ind] == -1)
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return shadowColor;
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return def;
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}
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void main() {
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vec2 tx = 1. / dimension;
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gl_FragColor = sample(v_vTexcoord );
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if(gl_FragColor.a == 0.) return;
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bool a0 = sample( v_vTexcoord + vec2( -tx.x, -tx.y) ).a == 0.;
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bool a1 = sample( v_vTexcoord + vec2( 0., -tx.y) ).a == 0.;
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bool a2 = sample( v_vTexcoord + vec2( tx.x, -tx.y) ).a == 0.;
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bool a3 = sample( v_vTexcoord + vec2( -tx.x, 0.) ).a == 0.;
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bool a5 = sample( v_vTexcoord + vec2( tx.x, 0.) ).a == 0.;
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bool a6 = sample( v_vTexcoord + vec2( -tx.x, tx.y) ).a == 0.;
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bool a7 = sample( v_vTexcoord + vec2( 0., tx.y) ).a == 0.;
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bool a8 = sample( v_vTexcoord + vec2( tx.x, tx.y) ).a == 0.;
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//outer corner
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if(a0 && a1 && a3)
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gl_FragColor = index( gl_FragColor, 0 );
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else if(a1 && a2 && a5)
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gl_FragColor = index( gl_FragColor, 2 );
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else if(a3 && a6 && a7)
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gl_FragColor = index( gl_FragColor, 6 );
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else if(a5 && a7 && a8)
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gl_FragColor = index( gl_FragColor, 8 );
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//outer side
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else if(a0 && a1 && a2 && !a3 && !a5 && !a6 && !a7 && !a8)
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gl_FragColor = index( gl_FragColor, 1 );
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else if(a0 && !a1 && !a2 && a3 && !a5 && a6 && !a7 && !a8)
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gl_FragColor = index( gl_FragColor, 3 );
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else if(!a0 && !a1 && a2 && !a3 && a5 && !a6 && !a7 && a8)
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gl_FragColor = index( gl_FragColor, 5 );
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else if(!a0 && !a1 && !a2 && !a3 && !a5 && a6 && a7 && a8)
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gl_FragColor = index( gl_FragColor, 7 );
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//inner side
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else if(a1)
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gl_FragColor = index( gl_FragColor, 1 );
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else if(a3)
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gl_FragColor = index( gl_FragColor, 3 );
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else if(a5)
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gl_FragColor = index( gl_FragColor, 5 );
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else if(a7)
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gl_FragColor = index( gl_FragColor, 7 );
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//inner corner
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else if(a0)
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gl_FragColor = index( gl_FragColor, 0 );
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else if(a2)
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gl_FragColor = index( gl_FragColor, 2 );
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else if(a6)
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gl_FragColor = index( gl_FragColor, 6 );
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else if(a8)
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gl_FragColor = index( gl_FragColor, 8 );
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else {
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bool a11 = sample( v_vTexcoord + vec2( 0., -tx.y) * 2. ).a == 0.;
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bool a33 = sample( v_vTexcoord + vec2(-tx.x, 0.) * 2. ).a == 0.;
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bool a55 = sample( v_vTexcoord + vec2( tx.x, 0.) * 2. ).a == 0.;
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bool a77 = sample( v_vTexcoord + vec2( 0., tx.y) * 2. ).a == 0.;
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//corner smooth
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if(sides[4] == 1) {
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if(sides[1] == sides[3] && a11 && a33)
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gl_FragColor = index( gl_FragColor, 0 );
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if(sides[1] == sides[5] && a11 && a55)
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gl_FragColor = index( gl_FragColor, 2 );
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if(sides[7] == sides[3] && a77 && a33)
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gl_FragColor = index( gl_FragColor, 6 );
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if(sides[7] == sides[5] && a77 && a55)
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gl_FragColor = index( gl_FragColor, 8 );
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}
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if(roughness > 0.) {
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float r = random(v_vTexcoord * roughScale);
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if(!a1 && a11 && r < roughness)
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gl_FragColor = index( gl_FragColor, 1 );
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else if(!a3 && a33 && r < roughness)
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gl_FragColor = index( gl_FragColor, 3 );
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else if(!a5 && a55 && r < roughness)
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gl_FragColor = index( gl_FragColor, 5 );
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else if(!a7 && a77 && r < roughness)
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gl_FragColor = index( gl_FragColor, 7 );
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}
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}
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}
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