mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
48 lines
1.6 KiB
GLSL
48 lines
1.6 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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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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void main() {
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vec2 tx = 1. / dimension;
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vec4 f0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y) );
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vec4 f1 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y) );
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vec4 f2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y) );
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vec4 f3 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.) );
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vec4 f4 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., 0.) );
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vec4 f5 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.) );
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vec4 f6 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y) );
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vec4 f7 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y) );
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vec4 f8 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y) );
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vec4 clr = (f0 + f1 + f2 + f3 + f4 + f5 + f6 + f7 + f8) / 9.;
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clr *= 1.8;
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clr.a = (clr.r + clr.g + clr.b) / 3.;
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gl_FragColor = clr;
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}
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