mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
48 lines
1 KiB
GLSL
48 lines
1 KiB
GLSL
#define TAU 6.283185307179586
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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 intensity;
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uniform float height;
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uniform int pixel;
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float h(vec4 c) { return (c.r + c.g + c.b) / 3. * c.a; }
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void main() {
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vec2 tx = 1. / dimension;
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float dd = length(tx);
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float ch = h(texture2D( gm_BaseTexture, v_vTexcoord ));
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float aa = 0.;
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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 = pixel == 1? top / base * TAU : j / 64. * TAU;
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float ad = 0.;
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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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for(float i = 0.; i <= height; i++) {
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vec2 txs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx;
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float hh = h(texture2D( gm_BaseTexture, txs ));
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float dh = (hh - ch) * height;
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float di = (dh - i) / dh;
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float ao = max(0., hh - ch) * di * intensity;
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ad = max(ad, ao);
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}
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aa += ad / 64.;
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}
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gl_FragColor = vec4(vec3(max(.0, 1. - aa)), 1.);
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}
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