mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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80 lines
1.8 KiB
GLSL
80 lines
1.8 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define ITERATION 8.
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uniform vec2 dimension;
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vec4 sample ( vec2 position ) {
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if(position.x < 0. || position.y < 0. || position.x > 1. || position.y > 1.) return vec4(1., 1., 1., 1.);
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return texture2D( gm_BaseTexture, position );
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}
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void main() {
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vec2 tx = 1. / dimension;
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gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
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if(gl_FragColor.b == 1.) return;
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for( float i = 1.; i < ITERATION; i++ ) {
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vec4 s = sample( v_vTexcoord + vec2(tx.x * i, 0) );
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if(s.a == 0.) break;
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if(s.b == 0.) continue;
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gl_FragColor.b = 1.;
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return;
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}
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for( float i = 1.; i < ITERATION; i++ ) {
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vec4 s = sample( v_vTexcoord - vec2(tx.x * i, 0) );
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if(s.a == 0.) break;
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if(s.b == 0.) continue;
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gl_FragColor.b = 1.;
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return;
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}
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for( float i = 1.; i < ITERATION; i++ ) {
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vec4 s = sample( v_vTexcoord + vec2(0, tx.y * i) );
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if(s.a == 0.) break;
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if(s.b == 0.) continue;
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gl_FragColor.b = 1.;
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return;
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}
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for( float i = 1.; i < ITERATION; i++ ) {
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vec4 s = sample( v_vTexcoord - vec2(0, tx.y * i) );
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if(s.a == 0.) break;
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if(s.b == 0.) continue;
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gl_FragColor.b = 1.;
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return;
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}
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}
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