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

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