Pixel-Composer/shaders/sh_cross_section/sh_cross_section.fsh
2024-05-20 10:16:05 +07:00

31 lines
852 B
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D histogram;
uniform vec2 dimension;
uniform int iAxis, oAxis;
uniform float position;
uniform int aa;
uniform int mode;
void main() {
vec2 tx = 1. / dimension;
vec2 sm = iAxis == 0? vec2(v_vTexcoord.x, position) : vec2(position, v_vTexcoord.y);
vec4 cc = texture2D( gm_BaseTexture, sm );
float br = 1. - dot(cc.rgb, vec3(0.2126, 0.7152, 0.0722)) * cc.a;
float bw = iAxis == 0? v_vTexcoord.y : 1. - v_vTexcoord.x;
float fa = iAxis == 0? tx.x : tx.y;
float res = aa == 0? step(br, bw) : smoothstep(br - fa, br + fa, bw);
if(mode == 0) {
gl_FragColor = vec4(vec3(res), 1.);
} else if(mode == 1) {
gl_FragColor = vec4(0.);
if(res > 0.) gl_FragColor = vec4(cc.rgb, cc.a * res);
}
}