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

68 lines
1.7 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;
#define TAU 6.283185307179586
uniform sampler2D prevFrame;
uniform vec2 dimension;
uniform float range;
void main() {
vec4 colCur = texture2D( gm_BaseTexture, v_vTexcoord );
if(colCur.a > 0.5) {
gl_FragColor = colCur;
return;
}
gl_FragColor = vec4(0.);
float aStep = TAU / 64.;
vec2 texel = 1. / dimension;
for(float i = 1.; i <= range; i++)
for(float j = 0.; j <= TAU; j += aStep) {
vec2 shift = vec2(cos(j), sin(j)) * i * texel;
vec2 pos0 = v_vTexcoord + shift;
if(pos0.x < 0. || pos0.y < 0. || pos0.x > 1. || pos0.y > 1.) continue;
vec4 col0 = texture2D( prevFrame, pos0 );
if(col0.a <= 0.5) continue;
vec2 norm = normalize(shift) * texel;
for(float k = 1.; k <= range; k++) {
vec2 posS = v_vTexcoord - norm * k;
if(posS.x < 0. || posS.y < 0. || posS.x > 1. || posS.y > 1.) continue;
vec4 colS = texture2D( gm_BaseTexture, posS );
if(colS.a <= 0.5) continue;
gl_FragColor = colS;
return;
}
}
}