mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
47 lines
1.3 KiB
GLSL
47 lines
1.3 KiB
GLSL
#pragma use(sampler_simple)
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#region -- sampler_simple -- [1729740692.1417658]
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uniform int sampleMode;
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vec4 sampleTexture( sampler2D texture, vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(texture, pos);
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if(sampleMode <= 1) return vec4(0.);
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else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
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else if(sampleMode == 3) return texture2D(texture, fract(pos));
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else if(sampleMode == 4) return vec4(vec3(0.), 1.);
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return vec4(0.);
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}
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#endregion -- sampler_simple --
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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 float radius;
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uniform float intensity;
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void main() {
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vec2 tx = 1. / dimension;
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vec4 ss = vec4(0.);
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float ww = 0.;
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for(float i = -radius; i <= radius; i++)
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for(float j = -radius; j <= radius; j++) {
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if(i == 0. && j == 0.) continue;
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vec2 sx = v_vTexcoord + vec2(i, j) * tx;
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float w = (radius - (abs(i) + abs(j)) + 1.) / radius / 4.;
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if(w <= 0.) continue;
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ss -= sampleTexture( gm_BaseTexture, sx ) * w;
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ww += w;
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}
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vec4 sc = sampleTexture( gm_BaseTexture, v_vTexcoord );
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ss += sc * ww;
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gl_FragColor = vec4(ss.rgb * intensity, sc.a);
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}
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