Pixel-Composer/shaders/sh_atlas/sh_atlas.fsh
2024-04-27 19:10:39 +07:00

45 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;
}
}