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