mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
48 lines
1.0 KiB
GLSL
48 lines
1.0 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 center;
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uniform vec2 dimension;
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uniform float strength;
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uniform int sampleMode;
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#define ITERATION 64.
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vec4 sampleTexture(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(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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}
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void main() {
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vec2 pxPos = v_vTexcoord * dimension;
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vec2 pxCen = center * dimension;
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vec2 vecPc = pxPos - pxCen;
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float angle = atan(vecPc.y, vecPc.x);
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float dist = length(vecPc);
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vec4 clr = vec4(0.);
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float weight = 0.;
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for(float i = -strength; i <= strength; i++) {
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float ang = angle + i / 100.;
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vec4 col = sampleTexture((pxCen + vec2(cos(ang), sin(ang)) * dist) / dimension);
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clr += col;
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weight += col.a;
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}
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gl_FragColor = clr / weight;
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}
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