30 lines
738 B
GLSL
30 lines
738 B
GLSL
#version 110
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#define M_PI 3.1415926535897932384626433832795
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uniform sampler2D image;
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uniform float angle; // degrees
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uniform float length;
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uniform vec2 resolution;
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void main(void) {
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if (length > 0.0) {
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float ceillen = ceil(length);
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float radians = (angle*M_PI)/180.0;
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float divider = 1.0 / ceillen;
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float sin_angle = sin(radians);
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float cos_angle = cos(radians);
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vec4 color = vec4(0.0);
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for (float i=-ceillen+0.5;i<=ceillen;i+=2.0) {
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float y = sin_angle * i;
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float x = cos_angle * i;
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color += texture2D(image, vec2(gl_FragCoord.x+x, gl_FragCoord.y+y)/resolution)*(divider);
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}
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gl_FragColor = color;
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} else {
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gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
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}
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} |