mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
54 lines
1.4 KiB
GLSL
54 lines
1.4 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_==_######################@~
|
|
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
|
|
vec4 sample ( vec2 position ) {
|
|
if(position.x < 0.) return vec4(0.);
|
|
if(position.y < 0.) return vec4(0.);
|
|
if(position.x > 1.) return vec4(0.);
|
|
if(position.y > 1.) return vec4(0.);
|
|
|
|
return texture2D( gm_BaseTexture, position );
|
|
}
|
|
|
|
void main() {
|
|
vec2 tx = 1. / dimension;
|
|
|
|
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
|
|
if(gl_FragColor.a == 0.) return;
|
|
gl_FragColor = vec4(0.);
|
|
|
|
bool l = sample( v_vTexcoord - vec2(tx.x, 0.) ).a == 0.;
|
|
bool r = sample( v_vTexcoord + vec2(tx.x, 0.) ).a == 0.;
|
|
bool u = sample( v_vTexcoord - vec2(0., tx.y) ).a == 0.;
|
|
bool d = sample( v_vTexcoord + vec2(0., tx.y) ).a == 0.;
|
|
|
|
if(l || r || u || d)
|
|
gl_FragColor = v_vColour;
|
|
}
|
|
|