mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-16 07:05:14 +01:00
48 lines
1.2 KiB
GLSL
48 lines
1.2 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 int edge;
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uniform sampler2D mask;
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void main() {
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float msk = texture2D( mask, v_vTexcoord ).r;
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vec4 cur = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 off;
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if(edge == 0) {
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off = texture2D( gm_BaseTexture, fract(v_vTexcoord + vec2(0.5, 0.5)) );
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} else if(edge == 1) {
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off = texture2D( gm_BaseTexture, fract(v_vTexcoord + vec2(0.5, 0.0)) );
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} else if(edge == 2) {
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off = texture2D( gm_BaseTexture, fract(v_vTexcoord + vec2(0.0, 0.5)) );
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}
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gl_FragColor = mix(off, cur, msk);
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}
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