mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
187 lines
4.5 KiB
GLSL
187 lines
4.5 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 vec2 dimension;
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uniform vec2 borderStart;
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uniform int borderStartUseSurf;
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uniform sampler2D borderStartSurf;
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uniform vec2 borderSize;
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uniform int borderSizeUseSurf;
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uniform sampler2D borderSizeSurf;
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uniform vec4 borderColor;
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uniform int side;
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uniform int crop_border;
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uniform int is_aa;
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uniform int is_blend;
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uniform vec2 blend_alpha;
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uniform int blend_alphaUseSurf;
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uniform sampler2D blend_alphaSurf;
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uniform int sampleMode;
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uniform int outline_only;
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#define TAU 6.283185307179586
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vec2 round(in vec2 v) { #region
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v.x = fract(v.x) > 0.5? ceil(v.x) : floor(v.x);
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v.y = fract(v.y) > 0.5? ceil(v.y) : floor(v.y);
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return v;
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} #endregion
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vec4 sampleTexture(vec2 pos) { #region
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(gm_BaseTexture, pos);
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if(sampleMode == 0)
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return vec4(0.);
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if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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return vec4(0.);
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} #endregion
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void main() { #region
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#region params
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float bStr = borderStart.x;
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if(borderStartUseSurf == 1) {
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vec4 _vMap = texture2D( borderStartSurf, v_vTexcoord );
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bStr = mix(borderStart.x, borderStart.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float bSiz = borderSize.x;
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if(borderSizeUseSurf == 1) {
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vec4 _vMap = texture2D( borderSizeSurf, v_vTexcoord );
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bSiz = mix(borderSize.x, borderSize.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float bld = blend_alpha.x;
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if(blend_alphaUseSurf == 1) {
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vec4 _vMap = texture2D( blend_alphaSurf, v_vTexcoord );
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bld = mix(blend_alpha.x, blend_alpha.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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#endregion
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vec2 pixelPosition = v_vTexcoord * dimension;
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vec4 point = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 col = outline_only == 0? point : vec4(0.);
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bool isOutline = false;
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float outline_alpha = 1.;
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bool closetCollected = false;
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vec4 closetColor;
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#region filter out filled ot empty pixel
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bool isBorder = false;
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if(side == 0) isBorder = point.a == 1.;
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else if(side == 1) isBorder = point.a < 1.;
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if(!isBorder) {
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gl_FragColor = col;
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return;
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}
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#endregion
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if(bSiz + bStr > 0.) {
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outline_alpha = 0.;
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for(float i = 1.; i <= 32.; i++) {
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if(i > bStr + bSiz) break;
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float base = 1.;
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float top = 0.;
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for(float j = 0.; j <= 64.; j++) {
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float ang = top / base * TAU;
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top += 2.;
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if(top >= base) {
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top = 1.;
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base *= 2.;
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}
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vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * i) / dimension;
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if(side == 0 && crop_border == 1 && (pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.)) continue;
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vec4 sam = sampleTexture( pxs );
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if(side == 0 && sam.a > 0.) continue; //inside border, skip if current pixel is filled
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if(side == 1 && sam.a < 1.) continue; //outside border, skip if current pixel is empty
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if(i < bStr) {
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i = 9999.;
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break;
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}
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isOutline = true;
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if(!closetCollected) {
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closetCollected = true;
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closetColor = sam;
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}
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if(i == bSiz) outline_alpha += sam.a;
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else outline_alpha = 1.;
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}
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}
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} else {
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outline_alpha = 1.;
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float tauDiv = TAU / 4.;
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for(float j = 0.; j < 4.; j++) {
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float ang = j * tauDiv;
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vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) ) / dimension;
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if(side == 0 && crop_border == 1 && (pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.)) continue;
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vec4 sam = sampleTexture( pxs );
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if((side == 0 && sam.a == 0.) || (side == 1 && sam.a > 0.)) {
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isOutline = true;
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if(!closetCollected) {
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closetCollected = true;
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closetColor = sam;
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}
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break;
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}
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}
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}
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if(!isOutline) {
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gl_FragColor = col;
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return;
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}
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if(is_blend == 0) {
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if(side == 0) {
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col = borderColor;
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if(is_aa == 1)
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col.a = point.a;
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} else {
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float alpha = point.a + outline_alpha * (1. - point.a);
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col = ((point * point.a) + (borderColor * outline_alpha * (1. - point.a))) / alpha;
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if(is_aa == 1)
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col.a = alpha;
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else
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col.a = 1.;
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}
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} else {
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vec4 bcol;
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if(side == 0)
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bcol = point;
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else if(side == 1)
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bcol = closetColor;
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float blend = bld * outline_alpha;
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if(is_aa == 0)
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blend = bld;
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float alpha = bcol.a + blend * (1. - bcol.a);
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col = (borderColor * blend + bcol * bcol.a * ( 1. - blend )) / alpha;
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col.a = alpha;
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}
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gl_FragColor = col;
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} #endregion |