mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
70 lines
1.7 KiB
GLSL
70 lines
1.7 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 TAU 6.283185307179586
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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 intensity;
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uniform float height;
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uniform int pixel;
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float h(vec4 c) { return (c.r + c.g + c.b) / 3. * c.a; }
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void main() {
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vec2 tx = 1. / dimension;
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float dd = length(tx);
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float ch = h(texture2D( gm_BaseTexture, v_vTexcoord ));
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float aa = 0.;
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float base = 1.;
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float top = 0.;
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for(float j = 0.; j <= 64.; j++) {
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float ang = pixel == 1? top / base * TAU : j / 64. * TAU;
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float ad = 0.;
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top += 2.;
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if(top >= base) {
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top = 1.;
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base *= 2.;
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}
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for(float i = 0.; i <= height; i++) {
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vec2 txs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx;
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float hh = h(texture2D( gm_BaseTexture, txs ));
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float dh = (hh - ch) * height;
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float di = (dh - i) / dh;
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float ao = max(0., hh - ch) * di * intensity;
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ad = max(ad, ao);
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}
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aa += ad / 64.;
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}
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gl_FragColor = vec4(vec3(max(.0, 1. - aa)), 1.);
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}
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