mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
95 lines
2 KiB
GLSL
95 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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#ifdef _YY_HLSL11_
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#define MAXPATH 1024
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#else
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#define MAXPATH 256
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#endif
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uniform vec4 color;
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uniform vec4 bgColor;
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uniform vec2 dimension;
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uniform vec2 path[MAXPATH];
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uniform int pathLength;
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uniform int side;
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uniform int mirror;
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uniform int aa;
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uniform int bg;
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uniform int mode;
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void main() {
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vec2 px = v_vTexcoord * dimension;
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vec2 dm = dimension;
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float it = 0.;
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float ds = 999999.;
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gl_FragColor = vec4(0.);
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if(side > 1) {
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px = px.yx;
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dm = dm.yx;
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}
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if(mirror == 1 && px.x < dm.x / 2.) px.x = dm.x - px.x;
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if(side == 1 || side == 3) px.x = 1. - px.x;
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for(int i = 1; i < MAXPATH; i++) {
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if(i >= pathLength) break;
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vec2 p0 = path[i - 1];
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vec2 p1 = path[i];
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if(side > 1) {
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p0 = p0.yx;
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p1 = p1.yx;
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}
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if(side == 1 || side == 3) {
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p0.x = 1. - p0.x;
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p1.x = 1. - p1.x;
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}
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if(p0.x < px.x && p1.x < px.x) continue;
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if(p0.y < px.y && p1.y < px.y) continue;
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if(p0.y > px.y && p1.y > px.y) continue;
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float _s = (p1.x - p0.x) / (p1.y - p0.y);
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float _x = p0.x + _s * (px.y - p0.y);
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if(_x > px.x) it++;
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ds = min(ds, abs(px.x - _x));
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}
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bool fill = false;
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if(mode == 0) fill = mod(it, 2.) == 1.;
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else if(mode == 1) fill = it > 0.;
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if(fill) {
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gl_FragColor = color;
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if(aa == 1) gl_FragColor.a *= min(1., ds);
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}
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}
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