xray_composite.shader 1.6 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 vec2 u_offset[9];
  17. uniform float u_outline_strength;
  18. uniform vec4 u_outline_color;
  19. uniform vec4 u_error_color;
  20. varying vec2 v_uvs;
  21. float kernel[9];
  22. void main()
  23. {
  24. kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
  25. kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
  26. kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
  27. vec4 result = vec4(0.965, 0.965, 0.965, 1.0);
  28. vec4 layer0 = texture2D(u_layer0, v_uvs);
  29. result = layer0 * layer0.a + result * (1.0 - layer0.a);
  30. float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
  31. if(mod(intersection_count, 2.0) == 1.0)
  32. {
  33. result = u_error_color;
  34. }
  35. vec4 sum = vec4(0.0);
  36. for (int i = 0; i < 9; i++)
  37. {
  38. vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
  39. sum += color * (kernel[i] / u_outline_strength);
  40. }
  41. gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
  42. }
  43. [defaults]
  44. u_layer0 = 0
  45. u_layer1 = 1
  46. u_layer2 = 2
  47. u_outline_strength = 1.0
  48. u_outline_color = [0.05, 0.66, 0.89, 1.0]
  49. u_error_color = [1.0, 0.0, 0.0, 1.0]
  50. [bindings]
  51. [attributes]
  52. a_vertex = vertex
  53. a_uvs = uv