mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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55 lines
1.3 KiB
GLSL
55 lines
1.3 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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uniform vec2 dimension;
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uniform float rotation;
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float d(vec4 c) { return (c.r + c.g + c.b) / 3. * c.a; }
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void main() {
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vec2 tx = 1. / dimension;
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vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord );
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int emp = 0;
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vec2 px = v_vTexcoord * dimension;
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gl_FragColor = vec4(0.);
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if(d(cc) > 0.) {
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float ang = radians(rotation);
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vec2 sx = vec2(cos(ang), -sin(ang)) * tx;
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vec4 c;
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for(float i = 1.; i <= 1.; i++) {
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vec2 ss = v_vTexcoord + sx * float(i);
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c = texture2D( gm_BaseTexture, ss );
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if(d(c) == 0.) emp++;
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else break;
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}
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}
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if(emp >= 1) gl_FragColor = cc;
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}
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