Pixel-Composer/build/Windows/1/cache/sh_blend_edge_blend.shader

48 lines
1.2 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 int edge;
uniform sampler2D mask;
void main() {
float msk = texture2D( mask, v_vTexcoord ).r;
vec4 cur = texture2D( gm_BaseTexture, v_vTexcoord );
vec4 off;
if(edge == 0) {
off = texture2D( gm_BaseTexture, fract(v_vTexcoord + vec2(0.5, 0.5)) );
} else if(edge == 1) {
off = texture2D( gm_BaseTexture, fract(v_vTexcoord + vec2(0.5, 0.0)) );
} else if(edge == 2) {
off = texture2D( gm_BaseTexture, fract(v_vTexcoord + vec2(0.0, 0.5)) );
}
gl_FragColor = mix(off, cur, msk);
}