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

48 lines
1.1 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_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 shift;
uniform float itr;
uniform vec4 color;
void main() {
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = c;
if(c.a > 0.) return;
vec2 shiftNorm = normalize(shift) / dimension;
for(float i = 0.; i < itr; i++) {
vec2 sx = v_vTexcoord - shiftNorm * i;
vec4 sc = texture2D( gm_BaseTexture, sx );
if(sc.a > 0.) {
gl_FragColor = color;
return;
}
}
}