2018-03-26 03:47:01 +07:00
|
|
|
#ifdef GL_ES
|
|
|
|
precision mediump float;
|
|
|
|
precision mediump int;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
uniform sampler2D u_texture;
|
|
|
|
|
|
|
|
uniform float u_time;
|
|
|
|
uniform float u_progress;
|
|
|
|
uniform vec4 u_color;
|
|
|
|
uniform vec2 u_uv;
|
|
|
|
uniform vec2 u_uv2;
|
|
|
|
uniform vec2 u_texsize;
|
|
|
|
|
|
|
|
varying vec4 v_color;
|
|
|
|
varying vec2 v_texCoord;
|
|
|
|
|
|
|
|
float rand(vec2 co){
|
|
|
|
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool id(vec4 v){
|
|
|
|
return v.a > 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv);
|
|
|
|
vec2 t = v_texCoord.xy;
|
|
|
|
|
|
|
|
vec4 c = texture2D(u_texture, v_texCoord.xy);
|
|
|
|
|
|
|
|
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
|
|
|
|
float step = 1.0;
|
|
|
|
|
|
|
|
bool outline = texture2D(u_texture, t).a < 0.1 &&
|
|
|
|
(id(texture2D(u_texture, t + vec2(0, step) * v)) || id(texture2D(u_texture, t + vec2(0, -step) * v)) ||
|
|
|
|
id(texture2D(u_texture, t + vec2(step, 0) * v)) || id(texture2D(u_texture, t + vec2(-step, 0) * v)));
|
|
|
|
|
|
|
|
if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
|
|
|
|
c = vec4(0.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(c.a > 0.01 || outline){
|
|
|
|
float f = abs(sin(coords.x*2.0 + u_time));
|
2018-08-23 03:13:26 +07:00
|
|
|
if(f > 0.9 )
|
2018-03-26 03:47:01 +07:00
|
|
|
f = 1.0;
|
|
|
|
else
|
|
|
|
f = 0.0;
|
2018-03-26 10:49:40 +07:00
|
|
|
c = mix(c, u_color, f * u_color.a);
|
2018-03-26 03:47:01 +07:00
|
|
|
}
|
|
|
|
|
|
|
|
gl_FragColor = c * v_color;
|
|
|
|
}
|