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

73 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;
uniform int useMask;
uniform sampler2D mask;
vec2 tx;
vec4 sample(float x, float y, vec4 c4) {
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(x, y) * tx );
if(c.a > 0.) {
c4.rgb = min(c4.rgb, c.rgb);
if(useMask == 1) {
vec4 m = texture2D( mask, v_vTexcoord + vec2(x, y) * tx );
if(m.r == 0.) c4.b = 0.;
}
}
return c4;
}
void main() {
tx = 1. / dimension;
gl_FragColor = vec4(0.);
vec4 c4 = texture2D( gm_BaseTexture, v_vTexcoord );
if(c4.a == 0.) return;
if(useMask == 1) {
vec4 m = texture2D( mask, v_vTexcoord );
if(m.r == 0.) c4.b = 0.;
}
c4 = sample(-1., -1., c4);
c4 = sample(-1., 0., c4);
c4 = sample(-1., 1., c4);
c4 = sample( 0., -1., c4);
c4 = sample( 0., 1., c4);
c4 = sample( 1., -1., c4);
c4 = sample( 1., 0., c4);
c4 = sample( 1., 1., c4);
gl_FragColor = c4;
}