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

90 lines
2.2 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 int border;
uniform int alpha;
uniform vec2 size;
uniform int sizeUseSurf;
uniform sampler2D sizeSurf;
#define TAU 6.283185307179586
float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; }
void main() {
vec2 pixelPosition = v_vTexcoord * dimension;
vec4 point = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 fill = vec4(0.);
if(alpha == 0) fill.a = 1.;
gl_FragColor = point;
if(alpha == 0 && length(point.rgb) <= 0.) return;
if(alpha == 1 && point.a <= 0.) return;
float siz = size.x;
float sizMax = siz;
if(sizeUseSurf == 1) {
sizMax = max(size.x, size.y);
vec4 _vMap = texture2D( sizeSurf, v_vTexcoord );
siz = mix(size.x, size.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
for(float i = 1.; i <= sizMax; i++) {
if(i > siz) break;
float base = 1.;
float top = 0.;
for(float j = 0.; j <= 64.; j++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
vec2 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension;
if(border == 1)
pxs = clamp(pxs, vec2(0.), vec2(1.));
if(pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.) {
gl_FragColor = fill;
break;
}
vec4 sam = texture2D( gm_BaseTexture, pxs );
if((alpha == 0 && length(sam.rgb) * sam.a == 0.) || (alpha == 1 && sam.a == 0.)) {
gl_FragColor = fill;
break;
}
}
}
}