xray_composite.shader 1.7 KB

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  1. [shaders]
  2. vertex =
  3. uniform highp mat4 u_modelViewProjectionMatrix;
  4. attribute highp vec4 a_vertex;
  5. attribute highp vec2 a_uvs;
  6. varying highp vec2 v_uvs;
  7. void main()
  8. {
  9. gl_Position = u_modelViewProjectionMatrix * a_vertex;
  10. v_uvs = a_uvs;
  11. }
  12. fragment =
  13. uniform sampler2D u_layer0;
  14. uniform sampler2D u_layer1;
  15. uniform sampler2D u_layer2;
  16. uniform sampler2D u_layer3;
  17. uniform float u_imageWidth;
  18. uniform float u_imageHeight;
  19. uniform vec2 u_offset[9];
  20. uniform float u_outline_strength;
  21. uniform vec4 u_outline_color;
  22. uniform vec4 u_error_color;
  23. varying vec2 v_uvs;
  24. float kernel[9];
  25. void main()
  26. {
  27. kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
  28. kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
  29. kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
  30. vec4 result = vec4(0.965, 0.965, 0.965, 1.0);
  31. vec4 layer0 = texture2D(u_layer0, v_uvs);
  32. result = layer0 * layer0.a + result * (1.0 - layer0.a);
  33. float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
  34. if(mod(intersection_count, 2.0) == 1.0)
  35. {
  36. result = u_error_color;
  37. }
  38. vec4 sum = vec4(0.0);
  39. for (int i = 0; i < 9; i++)
  40. {
  41. vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
  42. sum += color * (kernel[i] / u_outline_strength);
  43. }
  44. gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
  45. }
  46. [defaults]
  47. u_layer0 = 0
  48. u_layer1 = 1
  49. u_layer2 = 2
  50. u_layer3 = 3
  51. u_outline_strength = 1.0
  52. u_outline_color = [0.05, 0.66, 0.89, 1.0]
  53. u_error_color = [1.0, 0.0, 0.0, 1.0]
  54. [bindings]
  55. [attributes]
  56. a_vertex = vertex
  57. a_uvs = uv