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

46 lines
1.6 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 float dissipation;
void main() {
vec2 tx = 1. / dimension;
vec4 f0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y) );
vec4 f1 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y) );
vec4 f2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y) );
vec4 f3 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.) );
vec4 f4 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., 0.) );
vec4 f5 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.) );
vec4 f6 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y) );
vec4 f7 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y) );
vec4 f8 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y) );
vec4 clr = (f0 + f1 + f2 + f3 + f4 + f5 + f6 + f7 + f8) / 9.;
gl_FragColor = vec4(clr.rgb * dissipation, 1.);
}