Pixel-Composer/build/Windows/0/cache/sh_d3d_outline.shader

61 lines
1.4 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;
uniform vec4 outlineColor;
#define TAU 6.283185307179586
void main() {
vec2 pixelPosition = v_vTexcoord * dimension;
gl_FragColor = vec4(0.);
vec4 sam = texture2D( gm_BaseTexture, v_vTexcoord );
if(sam.r > 0.) return;
for(float i = 1.; i <= 2.; i++) {
float base = 1.;
float top = 0.;
for(float j = 0.; j <= 8.; j++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * i) / dimension;
vec4 sam = texture2D( gm_BaseTexture, pxs );
if(sam.r > 0.) {
gl_FragColor = outlineColor;
return;
}
}
}
}