mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
86 lines
2.5 KiB
GLSL
86 lines
2.5 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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uniform float amount;
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void main() {
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vec2 tx = 1. / dimension;
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gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
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if(amount > 0.) {
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if(gl_FragColor.a > 0.) {
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gl_FragColor = vec4(1.);
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return;
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}
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for( float i = 0.; i < amount; i++ ) {
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vec2 _tx0 = v_vTexcoord + vec2( tx.x, 0. ) * i;
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vec2 _tx1 = v_vTexcoord + vec2( -tx.x, 0. ) * i;
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vec2 _tx2 = v_vTexcoord + vec2( 0., tx.y ) * i;
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vec2 _tx3 = v_vTexcoord + vec2( 0., -tx.y ) * i;
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vec4 _sm0 = texture2D( gm_BaseTexture, _tx0 );
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if(_sm0.a > 0.) { gl_FragColor = vec4(1.); return; }
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vec4 _sm1 = texture2D( gm_BaseTexture, _tx1 );
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if(_sm1.a > 0.) { gl_FragColor = vec4(1.); return; }
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vec4 _sm2 = texture2D( gm_BaseTexture, _tx2 );
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if(_sm2.a > 0.) { gl_FragColor = vec4(1.); return; }
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vec4 _sm3 = texture2D( gm_BaseTexture, _tx3 );
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if(_sm3.a > 0.) { gl_FragColor = vec4(1.); return; }
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}
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gl_FragColor = vec4(0.);
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} else {
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if(gl_FragColor == vec4(0.)) return;
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for( float i = 0.; i < abs(amount); i++ ) {
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vec2 _tx0 = v_vTexcoord + vec2( tx.x, 0. ) * i;
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vec2 _tx1 = v_vTexcoord + vec2( -tx.x, 0. ) * i;
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vec2 _tx2 = v_vTexcoord + vec2( 0., tx.y ) * i;
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vec2 _tx3 = v_vTexcoord + vec2( 0., -tx.y ) * i;
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vec4 _sm0 = texture2D( gm_BaseTexture, _tx0 );
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if(_sm0.a == 0.) { gl_FragColor = vec4(0.); return; }
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vec4 _sm1 = texture2D( gm_BaseTexture, _tx1 );
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if(_sm1.a == 0.) { gl_FragColor = vec4(0.); return; }
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vec4 _sm2 = texture2D( gm_BaseTexture, _tx2 );
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if(_sm2.a == 0.) { gl_FragColor = vec4(0.); return; }
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vec4 _sm3 = texture2D( gm_BaseTexture, _tx3 );
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if(_sm3.a == 0.) { gl_FragColor = vec4(0.); return; }
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}
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gl_FragColor = vec4(1.);
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}
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}
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