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

65 lines
1.8 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 corner;
uniform int side;
vec4 sample ( vec2 position ) {
if(position.x < 0.) return vec4(0.);
if(position.y < 0.) return vec4(0.);
if(position.x > 1.) return vec4(0.);
if(position.y > 1.) return vec4(0.);
return texture2D( gm_BaseTexture, position );
}
void main() {
vec2 tx = 1. / dimension;
gl_FragColor = sample( v_vTexcoord );
float _s = float(side);
if(gl_FragColor.a == _s) return;
bool a0 = sample( v_vTexcoord + vec2( -tx.x, -tx.y) ).a == _s;
bool a1 = sample( v_vTexcoord + vec2( 0., -tx.y) ).a == _s;
bool a2 = sample( v_vTexcoord + vec2( tx.x, -tx.y) ).a == _s;
bool a3 = sample( v_vTexcoord + vec2( -tx.x, 0.) ).a == _s;
bool a5 = sample( v_vTexcoord + vec2( tx.x, 0.) ).a == _s;
bool a6 = sample( v_vTexcoord + vec2( -tx.x, tx.y) ).a == _s;
bool a7 = sample( v_vTexcoord + vec2( 0., tx.y) ).a == _s;
bool a8 = sample( v_vTexcoord + vec2( tx.x, tx.y) ).a == _s;
if( a1 || a3 || a5 || a7 )
gl_FragColor = v_vColour;
if( corner == 1 && ( a0 || a2 || a6 || a8 ) )
gl_FragColor = v_vColour;
}