mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
57 lines
1.1 KiB
GLSL
57 lines
1.1 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 vec4 padding;
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vec4 sample ( vec2 position ) {
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if(position.x < 0.) return vec4(0.);
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if(position.y < 0.) return vec4(0.);
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if(position.x > 1.) return vec4(0.);
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if(position.y > 1.) return vec4(0.);
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return texture2D( gm_BaseTexture, position );
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}
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void main() {
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vec2 tx = 1. / dimension;
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vec2 pos;
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gl_FragColor = sample( v_vTexcoord );
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if(gl_FragColor.a == 0.) return;
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for(float i = 1.; i <= padding[0]; i++) {
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pos = v_vTexcoord + vec2( tx.x, 0. ) * i;
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if(sample(pos).a == 0.) {
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gl_FragColor = v_vColour;
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return;
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}
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}
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for(float i = 1.; i <= padding[1]; i++) {
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pos = v_vTexcoord + vec2( 0.,-tx.y ) * i;
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if(sample(pos).a == 0.) {
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gl_FragColor = v_vColour;
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return;
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}
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}
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for(float i = 1.; i <= padding[2]; i++) {
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pos = v_vTexcoord + vec2(-tx.x, 0. ) * i;
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if(sample(pos).a == 0.) {
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gl_FragColor = v_vColour;
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return;
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}
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}
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for(float i = 1.; i <= padding[3]; i++) {
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pos = v_vTexcoord + vec2( 0., tx.y ) * i;
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if(sample(pos).a == 0.) {
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gl_FragColor = v_vColour;
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return;
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}
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}
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}
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