Pixel-Composer/shaders/sh_outline_only/sh_outline_only.fsh
2023-02-23 13:02:19 +07:00

50 lines
1007 B
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float borderSize;
uniform vec4 borderColor;
#define TAU 6.283185307179586
void main() {
vec2 pixelPosition = v_vTexcoord * dimension;
vec4 point = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = vec4(0.);
if(point.a == 0.0) {
for(float i = 1.; i < 16.; i++) {
if(i > borderSize) {
break;
}
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 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension;
if(pxs.x < 0. || pxs.y < 0. || pxs.x > 1. || pxs.y > 1.)
continue;
vec4 sam = v_vColour * texture2D( gm_BaseTexture, pxs );
if(sam.a > 0.) {
gl_FragColor = borderColor;
break;
}
}
}
} else {
gl_FragColor = borderColor;
}
}