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@@ -52,21 +52,19 @@ void main(void) |
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vec2 tc0 = tc1 - vec2(1.0, 1.0) / 128.0; |
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vec2 tc3 = tc2 + vec2(1.0, 1.0) / 128.0; |
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float c0 = texture2D(u_Texture, tc0).x; |
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float c1 = texture2D(u_Texture, tc1).x; |
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float c2 = texture2D(u_Texture, tc2).x; |
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float c3 = texture2D(u_Texture, tc3).x; |
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vec4 c; |
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c[0] = texture2D(u_Texture, tc0).x; |
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c[1] = texture2D(u_Texture, tc1).x; |
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c[2] = texture2D(u_Texture, tc2).x; |
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c[3] = texture2D(u_Texture, tc3).x; |
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/* Artificially compress in Y */ |
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c0 *= 0.3; |
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c1 *= 0.3; |
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c2 *= 0.3; |
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c3 *= 0.3; |
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vec2 p0 = vec2(tc0.x * width, c0 * height); |
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vec2 p1 = vec2(tc1.x * width, c1 * height); |
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vec2 p2 = vec2(tc2.x * width, c2 * height); |
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vec2 p3 = vec2(tc3.x * width, c3 * height); |
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c *= 0.3; |
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vec2 p0 = vec2(tc0.x * width, c[0] * height); |
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vec2 p1 = vec2(tc1.x * width, c[1] * height); |
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vec2 p2 = vec2(tc2.x * width, c[2] * height); |
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vec2 p3 = vec2(tc3.x * width, c[3] * height); |
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vec2 a = vec2(t.x * width, t.y * height); |
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float d0 = point2segment(p0, p1, a); |
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