multiple selection for free mask
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44
data/shaders/texture-mask.glsl
Normal file
44
data/shaders/texture-mask.glsl
Normal file
@@ -0,0 +1,44 @@
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[[vertex]]
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uniform mat4 mvp;
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in vec4 pos;
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in vec2 uvs;
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out vec2 uv;
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void main()
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{
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uv = uvs;
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gl_Position = mvp * vec4(pos.xyz, 1.0);
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}
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[[fragment]]
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uniform sampler2D tex;
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in mediump vec2 uv;
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out mediump vec4 frag;
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void main()
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{
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mediump float stroke = 1.0 - texture(tex, uv).r;
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int zero_count = 0;
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if (textureOffset(tex, uv, ivec2(-1, -1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(-1, 0)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(-1, +1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2( 0, -1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2( 0, 0)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2( 0, +1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(+1, -1)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(+1, 0)).r > 0.99) zero_count++;
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if (textureOffset(tex, uv, ivec2(+1, +1)).r > 0.99) zero_count++;
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mediump float edge = (zero_count > 1 && zero_count < 8) ? 1.0 : 0.0;
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const mediump vec4 c1 = vec4(1.0, 1.0, 1.0, 1.0);
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const mediump vec4 c2 = vec4(0.9, 0.9, 0.9, 1.0);
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mediump vec2 c = floor(fract(uv * 50.0) * 2.0);
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mediump float alpha = mix(c.x, 1.0 - c.x, c.y);
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frag = vec4(vec3(edge * alpha), edge);
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}
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