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

64 lines
1.7 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 threshold;
uniform int ignore;
uniform int mode;
uniform sampler2D map;
vec4 sampVal(vec4 col) { return mode == 1? vec4(col.a) : col; }
void main() {
vec4 baseCol = sampVal(texture2D( map, v_vTexcoord ));
if(ignore == 1 && baseCol == vec4(0.)) {
gl_FragColor = vec4(0.);
return;
}
vec2 tx = 1. / dimension;
vec4 _c = texture2D( gm_BaseTexture, v_vTexcoord );
vec2 _index_min = _c.xy;
vec2 _index_max = _c.zw;
for(float i = -1.; i <= 1.; i++)
for(float j = -1.; j <= 1.; j++) {
vec2 pos = clamp(v_vTexcoord + vec2(i, j) * tx, 0., 1.);
vec4 samCl = sampVal(texture2D( map, pos ));
if(ignore == 1 && samCl == vec4(0.)) continue;
if(distance(samCl, baseCol) <= threshold) {
vec4 _col = texture2D( gm_BaseTexture, pos );
_index_min.x = min(_index_min.x, _col.r);
_index_min.y = min(_index_min.y, _col.g);
_index_max.x = max(_index_max.x, _col.b);
_index_max.y = max(_index_max.y, _col.a);
}
}
gl_FragColor = vec4(_index_min, _index_max );
}