mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
51 lines
1.5 KiB
GLSL
51 lines
1.5 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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//
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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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void main() {
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vec2 texel = 1. / dimension;
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vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 c0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(texel.x, 0.) );
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vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(texel.x, 0.) );
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vec4 c2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., texel.y) );
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vec4 c3 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(0., texel.y) );
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int _c = c .a > 0.? 1 : 0;
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int _c0 = c0.a > 0.? 1 : 0;
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int _c1 = c1.a > 0.? 1 : 0;
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int _c2 = c2.a > 0.? 1 : 0;
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int _c3 = c3.a > 0.? 1 : 0;
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if(_c == 0 && _c0 + _c1 + _c2 + _c3 >= 3) {
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gl_FragColor = ((c0 * c0.a) + (c1 * c1.a) + (c2 * c2.a) + (c3 * c3.a)) / (c0.a + c1.a + c2.a + c3.a);
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gl_FragColor.a = 1.;
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} else
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gl_FragColor = c;
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}
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