47 lines
1.5 KiB
GLSL
47 lines
1.5 KiB
GLSL
#ifdef GL_ES
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precision highp float;
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#else
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#define highp
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#define mediump
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#define lowp
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#endif
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uniform sampler2D diffuseTex;
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uniform vec2 u_viewportOffset;
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uniform vec2 u_viewportSizeInverse;
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uniform vec4 u_colorMul;
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uniform vec4 u_colorAdd;
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uniform vec4 u_outlineColor;
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uniform vec2 u_outlineScale;
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void main (void)
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{
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vec2 uv = (gl_FragCoord.xy - u_viewportOffset) * u_viewportSizeInverse;
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vec4 diffuseSample = texture2D(diffuseTex, uv);
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vec4 diffuseColor = diffuseSample * u_colorMul;
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diffuseColor += u_colorAdd * diffuseColor.a;
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if(diffuseSample.a == 1.0)
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{
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gl_FragColor = vec4(diffuseColor.rgb * diffuseColor.a, diffuseColor.a);
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}
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else
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{
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float a = texture2D(diffuseTex, uv + u_outlineScale * vec2(0.923880, 0.382683)).a;
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a += texture2D(diffuseTex, uv + u_outlineScale * vec2(0.382683, 0.923880)).a;
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a += texture2D(diffuseTex, uv + u_outlineScale * vec2(-0.382683, 0.923880)).a;
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a += texture2D(diffuseTex, uv + u_outlineScale * vec2(-0.923880, 0.382683)).a;
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a += texture2D(diffuseTex, uv + u_outlineScale * vec2(-0.923880, -0.382683)).a;
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a += texture2D(diffuseTex, uv + u_outlineScale * vec2(-0.382683, -0.923880)).a;
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a += texture2D(diffuseTex, uv + u_outlineScale * vec2(0.382683, -0.923880)).a;
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a += texture2D(diffuseTex, uv + u_outlineScale * vec2(0.923880, -0.382683)).a;
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vec3 color = mix(u_outlineColor.rgb, diffuseColor.rgb, diffuseSample.a);
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float alpha = min(diffuseColor.a + u_outlineColor.a * min(a, 1.0), 1.0);
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gl_FragColor = vec4(color * alpha, alpha);
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}
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}
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