mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
62 lines
1.8 KiB
GLSL
62 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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//
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// Simple passthrough fragment shader
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//
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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 tol;
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bool eq(in vec4 c1, in vec4 c2) {
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return distance(c1, c2) <= tol;
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}
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void main() {
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vec2 pixel = 1. / dimension;
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vec2 tex_pos = v_vTexcoord;
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vec2 pos_B = clamp(tex_pos + vec2( 0, -pixel.y), 0., 1.);
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vec2 pos_D = clamp(tex_pos + vec2(-pixel.x, 0), 0., 1.);
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vec2 pos_F = clamp(tex_pos + vec2( pixel.x, 0), 0., 1.);
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vec2 pos_H = clamp(tex_pos + vec2( 0, pixel.y), 0., 1.);
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vec4 E = texture2D( gm_BaseTexture, tex_pos);
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vec4 B = texture2D( gm_BaseTexture, pos_B);
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vec4 D = texture2D( gm_BaseTexture, pos_D);
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vec4 F = texture2D( gm_BaseTexture, pos_F);
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vec4 H = texture2D( gm_BaseTexture, pos_H);
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vec2 rem = floor(fract(tex_pos * dimension) * 2.);
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float index = rem.y * 2. + rem.x;
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if(!eq(B, H) && !eq(D, F)) {
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if(index == 0.) gl_FragColor = eq(D, B)? D : E;
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else if(index == 1.) gl_FragColor = eq(B, F)? F : E;
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else if(index == 2.) gl_FragColor = eq(D, H)? D : E;
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else gl_FragColor = eq(H, F)? F : E;
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} else {
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gl_FragColor = E;
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}
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}
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