mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
39 lines
1.0 KiB
GLSL
39 lines
1.0 KiB
GLSL
//
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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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uniform vec2 dimension;
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uniform float tolerance;
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bool sameColor(in vec4 c1, in vec4 c2) {
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return length(c1 - c2) <= tolerance;
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}
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void main() {
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vec4 curr_color = texture2D( gm_BaseTexture, v_vTexcoord );
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vec2 _dim = 1. / dimension;
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vec4 T = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., _dim.y));
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vec4 B = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., -_dim.y));
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vec4 L = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-_dim.x, 0.));
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vec4 R = texture2D( gm_BaseTexture, v_vTexcoord + vec2( _dim.x, 0.));
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if(!sameColor(curr_color, T)) {
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if(sameColor(T, B) && sameColor(B, L) && sameColor(L, R))
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curr_color = T;
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else if(sameColor(T, L) && sameColor(T, R))
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curr_color = T;
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else if(sameColor(T, B) && sameColor(T, R))
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curr_color = T;
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else if(sameColor(T, B) && sameColor(T, L))
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curr_color = T;
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} else if(!sameColor(curr_color, B) && sameColor(B, L) && sameColor(B, R))
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curr_color = B;
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gl_FragColor = curr_color;
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}
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