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25 lines
491 B
GLSL
25 lines
491 B
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 vec2 sampler;
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void main() {
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vec2 pos = floor((v_vTexcoord * dimension) / sampler) * sampler;
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pos /= dimension;
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gl_FragColor = vec4(0.);
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for(float i = 0.; i <= sampler.x; i++)
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for(float j = 0.; j <= sampler.y; j++) {
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vec4 col = texture2D( gm_BaseTexture, pos + vec2(i, j) / dimension);
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if(col.a > 0.) {
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gl_FragColor = vec4(1.);
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return;
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}
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}
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}
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