mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
68 lines
1.7 KiB
GLSL
68 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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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define TAU 6.283185307179586
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uniform sampler2D prevFrame;
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uniform vec2 dimension;
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uniform float range;
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void main() {
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vec4 colCur = texture2D( gm_BaseTexture, v_vTexcoord );
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if(colCur.a > 0.5) {
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gl_FragColor = colCur;
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return;
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}
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gl_FragColor = vec4(0.);
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float aStep = TAU / 64.;
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vec2 texel = 1. / dimension;
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for(float i = 1.; i <= range; i++)
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for(float j = 0.; j <= TAU; j += aStep) {
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vec2 shift = vec2(cos(j), sin(j)) * i * texel;
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vec2 pos0 = v_vTexcoord + shift;
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if(pos0.x < 0. || pos0.y < 0. || pos0.x > 1. || pos0.y > 1.) continue;
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vec4 col0 = texture2D( prevFrame, pos0 );
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if(col0.a <= 0.5) continue;
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vec2 norm = normalize(shift) * texel;
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for(float k = 1.; k <= range; k++) {
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vec2 posS = v_vTexcoord - norm * k;
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if(posS.x < 0. || posS.y < 0. || posS.x > 1. || posS.y > 1.) continue;
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vec4 colS = texture2D( gm_BaseTexture, posS );
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if(colS.a <= 0.5) continue;
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gl_FragColor = colS;
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return;
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}
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}
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}
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