mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
59 lines
1.5 KiB
GLSL
59 lines
1.5 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 stepSize;
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uniform int side;
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void main() {
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float c = texture2D( gm_BaseTexture, v_vTexcoord ).z;
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if((side == 0 && c == 0.) || (side == 1 && c == 1.)) {
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gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
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return;
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}
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vec2 txStep = stepSize / dimension;
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vec2 loc[9];
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loc[0] = v_vTexcoord + vec2(-txStep.x, -txStep.y);
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loc[1] = v_vTexcoord + vec2( 0., -txStep.y);
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loc[2] = v_vTexcoord + vec2(+txStep.x, -txStep.y);
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loc[3] = v_vTexcoord + vec2(-txStep.x, 0.);
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loc[4] = v_vTexcoord + vec2( 0., 0.);
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loc[5] = v_vTexcoord + vec2(+txStep.x, 0.);
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loc[6] = v_vTexcoord + vec2(-txStep.x, +txStep.y);
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loc[7] = v_vTexcoord + vec2( 0., +txStep.y);
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loc[8] = v_vTexcoord + vec2(+txStep.x, +txStep.y);
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vec2 closetPoint = vec2(0., 0.);
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float closetDistance = 9999.;
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for( int i = 0 ; i < 9; i++ ) {
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if( loc[i].x < 0. || loc[i].y < 0. || loc[i].x > 1. || loc[i].y > 1. ) continue;
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vec4 sam = texture2D( gm_BaseTexture, loc[i] );
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if(sam.z != c) {
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float dist = distance(v_vTexcoord, loc[i]);
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if(dist < closetDistance) {
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closetDistance = dist;
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closetPoint = loc[i];
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}
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continue;
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}
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if(sam.xy == vec2(0.)) continue;
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float dist = distance(v_vTexcoord, sam.xy);
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if(dist < closetDistance) {
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closetDistance = dist;
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closetPoint = sam.xy;
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}
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}
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gl_FragColor = vec4(closetPoint, c, 1.);
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}
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