83 lines
1.9 KiB
GLSL
83 lines
1.9 KiB
GLSL
#version 150
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// Node parameter inputs
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uniform sampler2D tex_in;
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uniform vec4 color_in;
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uniform float radius_in;
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uniform float opacity_in;
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uniform bool inner_in;
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// Standard inputs
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uniform vec2 ove_resolution;
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uniform int ove_iteration;
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in vec2 ove_texcoord;
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out vec4 fragColor;
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void main(void) {
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vec4 pixel_here = texture(tex_in, ove_texcoord);
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// Detect no-op situations
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if (radius_in == 0.0
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|| opacity_in == 0.0
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|| (inner_in && pixel_here.a == 0.0)
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|| (!inner_in && pixel_here.a == 1.0)) {
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// No-op, do nothing
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fragColor = pixel_here;
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return;
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}
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float radius = ceil(radius_in);
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float stroke_weight = 0.0;
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// Loop over box
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for (float i=-radius + 0.5; i<=radius; i += 2.0) {
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float x_coord = i / ove_resolution.x;
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for (float j=-radius + 0.5; j<=radius; j += 2.0) {
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float y_coord = j / ove_resolution.y;
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if (abs(length(vec2(i, j))) < radius) {
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// Get pixel here
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float alpha = texture(tex_in, ove_texcoord + vec2(x_coord, y_coord)).a;
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if (inner_in) {
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alpha = 1.0 - alpha;
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}
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stroke_weight += alpha;
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if (stroke_weight >= 1.0) {
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break;
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}
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}
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}
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if (stroke_weight >= 1.0) {
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stroke_weight = 1.0;
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break;
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}
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}
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stroke_weight *= opacity_in;
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if (inner_in) {
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stroke_weight *= pixel_here.a;
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}
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// Make RGBA color
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vec4 stroke_col = color_in * stroke_weight;
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if (inner_in) {
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// Alpha over the stroke over the texture
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stroke_col = pixel_here * (1.0 - stroke_col.a) + stroke_col;
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} else {
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// Alpha over the texture over the stroke
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stroke_col = stroke_col * (1.0 - pixel_here.a) + pixel_here;
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}
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fragColor = stroke_col;
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}
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