Pixel-Composer/shaders/sh_dilate/sh_dilate.fsh
2022-01-13 11:24:03 +07:00

22 lines
494 B
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 center;
uniform float strength;
uniform float radius;
void main() {
vec2 pixelPos = v_vTexcoord * dimension;
vec2 to = center - pixelPos;
float dis = distance(center, pixelPos);
float eff = 1. - clamp(dis / radius, 0., 1.);
vec2 tex = pixelPos + to * eff * strength;
tex /= dimension;
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, tex );
}