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

80 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_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define ITERATION 8.
uniform vec2 dimension;
vec4 sample ( vec2 position ) {
if(position.x < 0. || position.y < 0. || position.x > 1. || position.y > 1.) return vec4(1., 1., 1., 1.);
return texture2D( gm_BaseTexture, position );
}
void main() {
vec2 tx = 1. / dimension;
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
if(gl_FragColor.b == 1.) return;
for( float i = 1.; i < ITERATION; i++ ) {
vec4 s = sample( v_vTexcoord + vec2(tx.x * i, 0) );
if(s.a == 0.) break;
if(s.b == 0.) continue;
gl_FragColor.b = 1.;
return;
}
for( float i = 1.; i < ITERATION; i++ ) {
vec4 s = sample( v_vTexcoord - vec2(tx.x * i, 0) );
if(s.a == 0.) break;
if(s.b == 0.) continue;
gl_FragColor.b = 1.;
return;
}
for( float i = 1.; i < ITERATION; i++ ) {
vec4 s = sample( v_vTexcoord + vec2(0, tx.y * i) );
if(s.a == 0.) break;
if(s.b == 0.) continue;
gl_FragColor.b = 1.;
return;
}
for( float i = 1.; i < ITERATION; i++ ) {
vec4 s = sample( v_vTexcoord - vec2(0, tx.y * i) );
if(s.a == 0.) break;
if(s.b == 0.) continue;
gl_FragColor.b = 1.;
return;
}
}