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

70 lines
1.5 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_==_######################@~
#ifdef _YY_HLSL11_
#define SHAPE_LIMIT 1024
#else
#define SHAPE_LIMIT 256
#endif
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform sampler2D surface;
uniform int maxShape;
uniform int ignore;
void main() {
vec4 zero = vec4(0.);
vec2 pxPos = v_vTexcoord * vec2(float(maxShape), 1.) - 0.5;
int amo = 0;
vec4 list[SHAPE_LIMIT];
for(float i = 0.; i <= dimension.x; i++)
for(float j = 0.; j <= dimension.y; j++) {
if(amo > maxShape) break;
vec4 col = texture2D( surface, vec2(i, j) / dimension );
if(ignore == 1 && col == zero) continue;
bool dup = false;
for(int k = 0; k < amo; k++) {
if(col == list[k]) {
dup = true;
break;
}
}
if(dup) continue;
if(floor(pxPos.x - 1.) == float(amo)) {
gl_FragColor = col;
return;
}
list[amo] = col;
amo++;
}
if(floor(pxPos.x) == 0.) gl_FragColor = vec4(amo, 0., 0., 0.);
}