mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
86 lines
1.8 KiB
GLSL
86 lines
1.8 KiB
GLSL
//
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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 int useMask;
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uniform sampler2D mask;
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uniform vec2 dimension;
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uniform int horizontal;
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uniform float weight[32];
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uniform int size;
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uniform int clamp_border;
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//float weightTotal = 0.;
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vec4 sample(in vec2 pos, in int index) {
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vec4 col = texture2D( gm_BaseTexture, pos );
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//weightTotal += col.a * weight[index];
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return vec4(col.rgb * col.a, col.a) * weight[index];
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}
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void main() {
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vec2 tex_offset = 1.0 / dimension;
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vec4 result = sample( v_vTexcoord, 0 );
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vec4 samp;
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if(horizontal == 1) {
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for(int i = 1; i < 32; i++) {
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if(i >= size) break;
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vec2 pos = vec2(tex_offset.x * float(i), 0.0);
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vec2 s_pos = v_vTexcoord + pos;
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if(s_pos.x <= 1.) {
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samp = sample( s_pos, i );
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result += samp;
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} else if(clamp_border == 1) {
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samp = sample( vec2(1., v_vTexcoord.y), i );
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result += samp;
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}
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s_pos = v_vTexcoord - pos;
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if(s_pos.x >= 0.) {
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samp = sample( s_pos, i );
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result += samp;
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} else if(clamp_border == 1) {
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samp = sample( vec2(0., v_vTexcoord.y), i );
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result += samp;
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}
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}
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} else {
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for(int i = 1; i < 32; i++) {
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if(i >= size) break;
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vec2 pos = vec2(0.0, tex_offset.y * float(i));
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vec2 s_pos = v_vTexcoord + pos;
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if(s_pos.y <= 1.) {
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samp = sample( s_pos, i );
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result += samp;
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} else if(clamp_border == 1) {
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samp = sample( vec2(v_vTexcoord.x, 1.), i );
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result += samp;
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}
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s_pos = v_vTexcoord - pos;
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if(s_pos.y >= 0.) {
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samp = sample( s_pos, i );
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result += samp;
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} else if(clamp_border == 1) {
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samp = sample( vec2(v_vTexcoord.x, 0.), i );
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result += samp;
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}
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}
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}
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vec4 res = result;
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gl_FragColor = res;
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}
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