mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
46 lines
981 B
GLSL
46 lines
981 B
GLSL
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
|
|
#define TAU 6.283185307179586
|
|
#define distance_sample 32.
|
|
|
|
void main() {
|
|
vec2 tx = 1. / dimension;
|
|
vec2 px = v_vTexcoord * dimension;
|
|
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
|
|
gl_FragColor = col;
|
|
|
|
if(col.a == 1.)
|
|
return;
|
|
|
|
bool samp = false;
|
|
float angular_sample = distance_sample * TAU * 2.;
|
|
|
|
for(float i = 1.; i <= distance_sample; i++) {
|
|
float base = 1.;
|
|
float top = 0.;
|
|
float minDist = 9999.;
|
|
|
|
for(float j = 0.; j <= angular_sample; j++) {
|
|
float ang = j / angular_sample * TAU;
|
|
|
|
vec2 pxs = floor(px + vec2( cos(ang), sin(ang)) * i) + 0.5;
|
|
vec2 txs = pxs * tx;
|
|
vec4 sam = texture2D( gm_BaseTexture, txs );
|
|
float dst = distance(px, pxs);
|
|
|
|
if(sam.a < 1. || dst > minDist) continue;
|
|
|
|
gl_FragColor = sam;
|
|
// gl_FragColor = vec4(vec3(i / distance_sample), 1.);
|
|
minDist = dst;
|
|
|
|
samp = true;
|
|
}
|
|
|
|
if(samp) return;
|
|
}
|
|
}
|