Pixel-Composer/shaders/sh_blobify/sh_blobify.fsh

31 lines
545 B
GLSL

#define TAU 6.28318530718
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float radius;
uniform float threshold;
void main() {
vec2 tx = 1. / dimension;
vec4 cc = vec4(0.);
float av = 0., dv = 0.;
float stp = TAU / 64.;
for(float i = 0.; i < radius; i++)
for(float j = 0.; j < TAU; j += stp) {
vec2 sx = v_vTexcoord + vec2(cos(j), sin(j)) * tx * i;
vec4 c = texture2D( gm_BaseTexture, sx );
cc += c;
dv += 1.;
av += c.a;
}
cc /= dv;
gl_FragColor = step(threshold, cc);
}