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- [shaders]
- vertex =
- uniform highp mat4 u_modelViewProjectionMatrix;
- attribute highp vec4 a_vertex;
- attribute highp vec2 a_uvs;
- varying highp vec2 v_uvs;
- void main()
- {
- gl_Position = u_modelViewProjectionMatrix * a_vertex;
- v_uvs = a_uvs;
- }
- fragment =
- uniform sampler2D u_layer0;
- uniform sampler2D u_layer1;
- uniform sampler2D u_layer2;
- uniform sampler2D u_layer3;
- uniform float u_imageWidth;
- uniform float u_imageHeight;
- uniform vec2 u_offset[9];
- uniform float u_outline_strength;
- uniform vec4 u_outline_color;
- uniform vec4 u_error_color;
- varying vec2 v_uvs;
- float kernel[9];
- void main()
- {
- kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
- kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
- kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
- vec4 result = vec4(0.965, 0.965, 0.965, 1.0);
- vec4 layer0 = texture2D(u_layer0, v_uvs);
- result = layer0 * layer0.a + result * (1.0 - layer0.a);
- float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
- if(mod(intersection_count, 2.0) == 1.0)
- {
- result = u_error_color;
- }
- vec4 sum = vec4(0.0);
- for (int i = 0; i < 9; i++)
- {
- vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
- sum += color * (kernel[i] / u_outline_strength);
- }
- gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
- }
- [defaults]
- u_layer0 = 0
- u_layer1 = 1
- u_layer2 = 2
- u_layer3 = 3
- u_outline_strength = 1.0
- u_outline_color = [0.05, 0.66, 0.89, 1.0]
- u_error_color = [1.0, 0.0, 0.0, 1.0]
- [bindings]
- [attributes]
- a_vertex = vertex
- a_uvs = uv
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