2017-09-24 07:48:18 +07:00
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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2018-11-17 09:33:10 +07:00
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#define SPACE 2.0
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2018-07-11 23:19:21 +07:00
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2017-09-24 07:48:18 +07:00
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uniform sampler2D u_texture;
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uniform vec4 u_color;
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uniform vec2 u_texsize;
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2018-12-30 01:06:17 +07:00
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uniform float u_scl;
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2017-09-24 07:48:18 +07:00
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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2018-07-11 23:19:21 +07:00
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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2018-12-30 01:06:17 +07:00
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float spacing = SPACE * u_scl;
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2017-09-24 07:48:18 +07:00
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2018-07-11 23:19:21 +07:00
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gl_FragColor = mix(c * v_color, u_color,
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(1.0-step(0.1, texture2D(u_texture, v_texCoord.xy).a)) *
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2018-11-17 09:33:10 +07:00
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step(0.1,
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//cardinals
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2018-12-30 01:06:17 +07:00
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v).a +
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2018-11-17 09:33:10 +07:00
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//cardinal edges
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2018-12-30 01:06:17 +07:00
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, -spacing) * v).a +
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2018-11-17 09:33:10 +07:00
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//cardinals * 2
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2018-12-30 01:06:17 +07:00
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v*2.0).a
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2018-11-17 09:33:10 +07:00
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));
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2017-09-24 07:48:18 +07:00
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}
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