32 lines
515 B
GLSL
32 lines
515 B
GLSL
// Input texture
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uniform sampler2D tex_in;
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uniform float horiz_in;
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uniform float vert_in;
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// Input texture coordinate
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in vec2 ove_texcoord;
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// Output color
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out vec4 fragColor;
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void main() {
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float x;
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float y;
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if (horiz_in > 0.0) {
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x = floor(ove_texcoord.x * horiz_in) / horiz_in;
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} else {
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x = ove_texcoord.x;
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}
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if (vert_in > 0.0) {
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y = floor(ove_texcoord.y * vert_in) / vert_in;
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} else {
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y = ove_texcoord.y;
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}
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vec4 color = texture(tex_in, vec2(x, y));
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fragColor = color;
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}
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