Files
panopainter/data/shaders/stroke-preview.glsl
2019-03-29 09:32:35 +01:00

48 lines
1.3 KiB
GLSL

[[vertex]]
uniform mat4 mvp;
in vec4 pos;
in vec2 uvs;
out vec2 uv;
void main()
{
uv = uvs;
gl_Position = mvp * vec4(pos.xyz, 1.0);
}
[[fragment]]
uniform sampler2D tex;
uniform mediump vec4 col;
uniform mediump float alpha;
uniform bool draw_outline;
in mediump vec2 uv;
out mediump vec4 frag;
void main()
{
mediump float stroke = 1.0 - texture(tex, uv).r;
if (draw_outline)
{
int zero_count = 0;
if (textureOffset(tex, uv, ivec2(-1, -1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(-1, 0)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(-1, +1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2( 0, -1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2( 0, 0)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2( 0, +1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(+1, -1)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(+1, 0)).r > 0.99) zero_count++;
if (textureOffset(tex, uv, ivec2(+1, +1)).r > 0.99) zero_count++;
mediump float edge = (zero_count > 1 && zero_count < 9) ? 0.75 : 0.0;
frag = vec4(col.rgb, edge * (1.0 - float(zero_count) / 9.0));
}
else
{
frag = vec4(col.rgb, stroke * alpha);
}
}