mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
42 lines
1.3 KiB
GLSL
42 lines
1.3 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 float tolerance;
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bool sameColor(in vec4 c1, in vec4 c2) { return length(c1.rgb * c1.a - c2.rgb * c2.a) <= tolerance; }
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int sameColorInt(in vec4 c1, in vec4 c2) { return sameColor(c1, c2)? 1 : 0; }
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void main() {
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vec2 tx = 1. / dimension;
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vec4 a0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y));
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vec4 a1 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y));
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vec4 a2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y));
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vec4 a3 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.));
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vec4 a4 = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 a5 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.));
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vec4 a6 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y));
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vec4 a7 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y));
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vec4 a8 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y));
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gl_FragColor = a4;
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if(sameColor(a1, a4)) return;
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bool sideEqual = sameColor(a1, a3) && sameColor(a1, a5) && sameColor(a1, a7);
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if(!sideEqual) return;
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int cornerEqual = sameColorInt(a1, a0)
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+ sameColorInt(a1, a2)
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+ sameColorInt(a1, a6)
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+ sameColorInt(a1, a8);
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if(cornerEqual == 4)
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gl_FragColor = a0;
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}
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