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

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;
}