Pixel-Composer/build/Windows/0/cache/sh_atlas.shader

67 lines
1.6 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
#define TAU 6.283185307179586
#define distance_sample 32.
void main() {
vec2 tx = 1. / dimension;
vec2 px = v_vTexcoord * dimension;
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = col;
if(col.a == 1.)
return;
bool samp = false;
float angular_sample = distance_sample * TAU * 2.;
for(float i = 1.; i <= distance_sample; i++) {
float base = 1.;
float top = 0.;
float minDist = 9999.;
for(float j = 0.; j <= angular_sample; j++) {
float ang = j / angular_sample * TAU;
vec2 pxs = floor(px + vec2( cos(ang), sin(ang)) * i) + 0.5;
vec2 txs = pxs * tx;
vec4 sam = texture2D( gm_BaseTexture, txs );
float dst = distance(px, pxs);
if(sam.a < 1. || dst > minDist) continue;
gl_FragColor = sam;
// gl_FragColor = vec4(vec3(i / distance_sample), 1.);
minDist = dst;
samp = true;
}
if(samp) return;
}
}