Pixel-Composer/build/Windows/0/cache/sh_3d_extrude_filler.shader

51 lines
1.5 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;
uniform vec2 dimension;
void main() {
vec2 texel = 1. / dimension;
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 c0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(texel.x, 0.) );
vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(texel.x, 0.) );
vec4 c2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., texel.y) );
vec4 c3 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(0., texel.y) );
int _c = c .a > 0.? 1 : 0;
int _c0 = c0.a > 0.? 1 : 0;
int _c1 = c1.a > 0.? 1 : 0;
int _c2 = c2.a > 0.? 1 : 0;
int _c3 = c3.a > 0.? 1 : 0;
if(_c == 0 && _c0 + _c1 + _c2 + _c3 >= 3) {
gl_FragColor = ((c0 * c0.a) + (c1 * c1.a) + (c2 * c2.a) + (c3 * c3.a)) / (c0.a + c1.a + c2.a + c3.a);
gl_FragColor.a = 1.;
} else
gl_FragColor = c;
}