mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 23:17:25 +01:00
64 lines
1.8 KiB
GLSL
64 lines
1.8 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 amount;
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void main() {
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vec2 tx = 1. / dimension;
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gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
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if(amount > 0.) {
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if(gl_FragColor.a > 0.) {
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gl_FragColor = vec4(1.);
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return;
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}
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for( float i = 0.; i < amount; i++ ) {
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vec2 _tx0 = v_vTexcoord + vec2( tx.x, 0. ) * i;
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vec2 _tx1 = v_vTexcoord + vec2( -tx.x, 0. ) * i;
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vec2 _tx2 = v_vTexcoord + vec2( 0., tx.y ) * i;
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vec2 _tx3 = v_vTexcoord + vec2( 0., -tx.y ) * i;
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vec4 _sm0 = texture2D( gm_BaseTexture, _tx0 );
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if(_sm0.a > 0.) { gl_FragColor = vec4(1.); return; }
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vec4 _sm1 = texture2D( gm_BaseTexture, _tx1 );
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if(_sm1.a > 0.) { gl_FragColor = vec4(1.); return; }
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vec4 _sm2 = texture2D( gm_BaseTexture, _tx2 );
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if(_sm2.a > 0.) { gl_FragColor = vec4(1.); return; }
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vec4 _sm3 = texture2D( gm_BaseTexture, _tx3 );
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if(_sm3.a > 0.) { gl_FragColor = vec4(1.); return; }
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}
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gl_FragColor = vec4(0.);
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} else {
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if(gl_FragColor == vec4(0.)) return;
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for( float i = 0.; i < abs(amount); i++ ) {
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vec2 _tx0 = v_vTexcoord + vec2( tx.x, 0. ) * i;
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vec2 _tx1 = v_vTexcoord + vec2( -tx.x, 0. ) * i;
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vec2 _tx2 = v_vTexcoord + vec2( 0., tx.y ) * i;
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vec2 _tx3 = v_vTexcoord + vec2( 0., -tx.y ) * i;
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vec4 _sm0 = texture2D( gm_BaseTexture, _tx0 );
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if(_sm0.a == 0.) { gl_FragColor = vec4(0.); return; }
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vec4 _sm1 = texture2D( gm_BaseTexture, _tx1 );
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if(_sm1.a == 0.) { gl_FragColor = vec4(0.); return; }
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vec4 _sm2 = texture2D( gm_BaseTexture, _tx2 );
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if(_sm2.a == 0.) { gl_FragColor = vec4(0.); return; }
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vec4 _sm3 = texture2D( gm_BaseTexture, _tx3 );
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if(_sm3.a == 0.) { gl_FragColor = vec4(0.); return; }
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}
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gl_FragColor = vec4(1.);
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}
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}
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