mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 23:17:25 +01:00
160 lines
3.3 KiB
GLSL
160 lines
3.3 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 borderStart;
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uniform float borderSize;
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uniform vec4 borderColor;
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uniform int side;
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uniform int is_aa;
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uniform int is_blend;
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uniform float blend_alpha;
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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) {
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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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}
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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 pixelPosition = v_vTexcoord * dimension;
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vec4 point = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 col;
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if(outline_only == 0)
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col = point;
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else
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col = 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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bool isBorder = false;
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if(side == 0)
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isBorder = point.a == 1.;
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else if(side == 1)
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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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if(borderSize + borderStart > 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 > borderStart + borderSize) 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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vec4 sam = sampleTexture( pxs );
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if(side == 0 && sam.a > 0.)
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continue;
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if(side == 1 && sam.a < 1.)
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continue;
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if(i < borderStart) {
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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 == borderSize) 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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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 = blend_alpha * outline_alpha;
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if(is_aa == 0)
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blend = blend_alpha;
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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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}
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