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https://github.com/Ttanasart-pt/Pixel-Composer.git
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55 lines
2 KiB
GLSL
55 lines
2 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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#define PI 3.14159265359
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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 tx = 1. / dimension;
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gl_FragColor = vec4(0.);
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float c4 = texture2D( gm_BaseTexture, v_vTexcoord).r;
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if(c4 == 0.) return;
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float c;
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vec2 p = v_vTexcoord - 0.5;
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float a = atan(p.y, p.x) / PI;
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if(a < 0.) a = 2. + a;
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a /= 2.;
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c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
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c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
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c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
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c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
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c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
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c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
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c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
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c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; }
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}
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