Pixel-Composer/build/Windows/0/cache/sh_trail_filler_pass1.shader

109 lines
2.8 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;
uniform float segmentStart;
uniform float segmentSize;
uniform float alphaPrev;
uniform float alphaCurr;
uniform int mode;
uniform int matchColor;
uniform int blendColor;
void main() {
gl_FragColor = vec4(0.);
vec4 colCur = texture2D( gm_BaseTexture, v_vTexcoord );
colCur.a *= alphaCurr;
if(colCur.a > 0.5) {
if(mode == 0) gl_FragColor = colCur;
return;
}
float colThres = 0.02;
vec2 texel = 1. / dimension;
for(float i = 0.; i <= range; i++) {
float base = 1.;
float top = 0.;
for(float j = 0.; j <= 64.; j++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
vec2 shift = vec2(cos(ang), sin(ang)) * i * texel;
vec2 pos0 = v_vTexcoord + shift;
if(pos0.x < 0. || pos0.y < 0. || pos0.x > 1. || pos0.y > 1.) continue;
vec4 col0 = texture2D( gm_BaseTexture, pos0 );
col0.a *= alphaCurr;
if(col0.a <= 0.5) continue;
vec2 norm = normalize(shift) * texel;
vec4 _colS = vec4(0.);
int searchStage = 0;
for(float k = 0.; k <= range; k++) {
vec2 posS = v_vTexcoord - norm * k;
if(searchStage == 0 && (posS.x < 0. || posS.y < 0. || posS.x > 1. || posS.y > 1.)) continue;
vec4 colS = texture2D( prevFrame, posS );
colS.a *= alphaPrev;
if(mode == 0 && matchColor == 1) {
if(matchColor == 1 && distance(colS, col0) >= colThres) continue;
gl_FragColor = col0;
return;
} else {
if(searchStage == 0 && ((matchColor == 0 && colS.a > 0.5) || (matchColor == 1 && distance(colS, col0) <= colThres))) {
searchStage = 1;
_colS = colS;
gl_FragColor = col0;
} else if(searchStage == 1 && ((matchColor == 0 && colS.a < 0.5) || (matchColor == 1 && distance(colS, col0) >= colThres))) {
if(matchColor == 0)
gl_FragColor = mix(_colS, col0, blendColor == 0? 1. : 1. - i / k);
else
gl_FragColor = vec4(norm.x, norm.y, segmentStart + segmentSize * (i / k), 1.);
return;
}
}
}
}
}
}