Pixel-Composer/#backups/shaders/sh_atlas/sh_atlas.fsh.backup1
2024-04-18 12:12:31 +07:00

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// 2024-04-18 08:42:35
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
#define TAU 6.283185307179586
void main() {
vec2 tx = 1. / dimension;
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = col;
if(col.a == 1.)
return;
for(float i = 1.; i <= 64.; i++) {
float base = 1.;
float top = 0.;
for(float j = 0.; j <= 64.; j++) {
float ang = top / base * TAU;
top += 2.;
if(top >= base) {
top = 1.;
base *= 2.;
}
vec2 pxs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx;
vec4 sam = texture2D( gm_BaseTexture, pxs );
if(sam.a < 1.) continue;
gl_FragColor = sam;
return;
}
}
}