mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
67 lines
1.6 KiB
GLSL
67 lines
1.6 KiB
GLSL
#define TAU 6.283185307179586
|
|
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
uniform int mode;
|
|
uniform float border;
|
|
uniform float size;
|
|
uniform float strength;
|
|
uniform vec4 color;
|
|
|
|
uniform int render;
|
|
|
|
float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }
|
|
vec4 sample(vec2 pos) { return texture2D( gm_BaseTexture, pos ); }
|
|
|
|
float round(float val) { return fract(val) > 0.5? ceil(val) : floor(val); }
|
|
vec2 round(vec2 val) { return vec2(round(val.x), round(val.y)); }
|
|
|
|
void main() {
|
|
vec2 tx = 1. / dimension;
|
|
vec2 px = round(v_vTexcoord * dimension);
|
|
|
|
vec4 base = sample(v_vTexcoord);
|
|
|
|
if(render == 1) {
|
|
gl_FragColor = base;
|
|
} else {
|
|
if(mode == 0) gl_FragColor = vec4(0., 0., 0., 1.);
|
|
if(mode == 1) gl_FragColor = vec4(0., 0., 0., 0.);
|
|
}
|
|
|
|
if(mode == 0 && base.rgb == vec3(1.)) return;
|
|
if(mode == 1 && base.a == 1.) return;
|
|
|
|
float dist = 0.;
|
|
float astp = max(64., size * 4.);
|
|
|
|
for(float i = 1.; i < size; i++)
|
|
for(float j = 0.; j <= astp; j++) {
|
|
float angle = j / astp * TAU;
|
|
vec2 smPos = v_vTexcoord + vec2(cos(angle), sin(angle)) * i * tx;
|
|
//vec2 smPx = round(smPos * dimension);
|
|
//if(i < 4. && distance(px, smPx) > i) continue;
|
|
|
|
vec4 samp = sample(smPos);
|
|
|
|
if((mode == 0 && bright(samp) > bright(base)) || (mode == 1 && samp.a > base.a)) {
|
|
dist = i;
|
|
i = size;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(dist > 0.) {
|
|
vec4 cc = color;
|
|
float str = (1. - dist / size) * strength;
|
|
|
|
if(mode == 0) cc.rgb *= str;
|
|
if(mode == 1) cc.a *= str;
|
|
|
|
if(render == 1) gl_FragColor = base + cc;
|
|
else gl_FragColor = cc;
|
|
}
|
|
}
|