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nunuhara_xsystem4/shaders/dilate.f.glsl
T

48 lines
1.4 KiB
GLSL

/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform sampler2D tex;
uniform float threshold;
uniform vec4 color;
in vec2 tex_coord;
out vec4 frag_color;
void main() {
// the fractional part of threshold becomes a weight value for the
// edge pixels
int size = int(floor(threshold));
int cutoff = size + 1;
float edge_weight = fract(threshold);
vec2 tex_size = vec2(textureSize(tex, 0).xy);
float a_out = 0.0;
for (int x = -cutoff; x <= cutoff; x++) {
for (int y = -cutoff; y <= cutoff; y++) {
float d = distance(vec2(x, y), vec2(0, 0));
if (d > threshold)
continue;
float a = texture(tex, tex_coord + vec2(x, y) / tex_size).r;
if (d > float(size))
a *= edge_weight;
a_out += a;
}
}
frag_color = vec4(color.rgb, min(a_out, 1.0));
}