mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
70 lines
1.5 KiB
GLSL
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.);
|
|
}
|
|
|