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

56 lines
1.4 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;
vec4 sample( vec2 pos ) {
if(pos.x < 0. || pos.y < 0.) return vec4(0.);
if(pos.x > 1. || pos.y > 1.) return vec4(0.);
return texture2D( gm_BaseTexture, pos );
}
void main() {
vec2 tx = 1. / dimension;
vec4 a = sample( v_vTexcoord );
gl_FragColor = a;
if(a.a == 0.) return;
bool a1 = sample( v_vTexcoord + vec2( .0, -tx.y) ).a == 1.;
bool a3 = sample( v_vTexcoord + vec2(-tx.x, .0) ).a == 1.;
bool a4 = a.a == 1.;
bool a5 = sample( v_vTexcoord + vec2( tx.x, .0) ).a == 1.;
bool a7 = sample( v_vTexcoord + vec2( .0, tx.y) ).a == 1.;
// 0 1 2
// 3 4 5
// 6 7 8
if(!a1 || !a3 || !a5 || !a7)
gl_FragColor = vec4(0.);
}