Files
panopainter/data/shaders/stroke-dilate.glsl

49 lines
1.3 KiB
GLSL

[[vertex]]
uniform mat4 mvp;
in vec4 pos;
in vec2 uvs;
out vec2 uv;
void main()
{
gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);
uv = uvs;
}
[[fragment]]
uniform sampler2D tex_bg;
in highp vec2 uv;
out highp vec4 frag;
void main()
{
highp vec4 bg = texture(tex_bg, uv);
if (bg.a == 0.0)
{
highp ivec2 sz = textureSize(tex_bg, 0);
highp ivec2 uv_raster = ivec2(uv * vec2(sz));
highp vec4 sum = vec4(0.0);
highp vec4 c;
c = texelFetch(tex_bg, uv_raster + ivec2(-1, -1), 0); sum += vec4(c.rgb * c.a, c.a);
c = texelFetch(tex_bg, uv_raster + ivec2(-1, 0), 0); sum += vec4(c.rgb * c.a, c.a);
c = texelFetch(tex_bg, uv_raster + ivec2(-1, 1), 0); sum += vec4(c.rgb * c.a, c.a);
c = texelFetch(tex_bg, uv_raster + ivec2( 0, -1), 0); sum += vec4(c.rgb * c.a, c.a);
c = texelFetch(tex_bg, uv_raster + ivec2( 0, 1), 0); sum += vec4(c.rgb * c.a, c.a);
c = texelFetch(tex_bg, uv_raster + ivec2( 1, -1), 0); sum += vec4(c.rgb * c.a, c.a);
c = texelFetch(tex_bg, uv_raster + ivec2( 1, 0), 0); sum += vec4(c.rgb * c.a, c.a);
c = texelFetch(tex_bg, uv_raster + ivec2( 1, 1), 0); sum += vec4(c.rgb * c.a, c.a);
frag = sum.a > 0.0 ? vec4(sum.rgb / sum.a, 0.0) : bg;
}
else
{
frag = bg;
}
}