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-
- [vert.glsl]
-
- #version 130
-
- in vec2 in_position;
-
- uniform vec2 u_screen_res;
- uniform float u_step;
-
- out vec2 pass_pos;
- out vec2 pass_p[8];
-
- void main()
- {
- //JFA ALGO
- pass_pos = ((vec2(1.0) + in_position) * 0.5);
-
- float k = u_step;
-
- vec2 p2 = pass_pos;
- pass_p[0] = p2 + vec2(-k, -k);
- pass_p[1] = p2 + vec2( 0, -k);
- pass_p[2] = p2 + vec2( k, -k);
- pass_p[3] = p2 + vec2(-k, 0);
- pass_p[4] = p2 + vec2( k, 0);
- pass_p[5] = p2 + vec2(-k, k);
- pass_p[6] = p2 + vec2( 0, k);
- pass_p[7] = p2 + vec2( k, k);
-
- gl_Position = vec4(in_position, 0.0, 1.0);
- }
-
- [frag.glsl]
-
- #version 130
-
- #if defined GL_ES
- precision highp float;
- #endif
-
- in vec2 pass_pos;
- in vec2 pass_p[8];
-
- uniform sampler2D u_texture;
-
- void main(void)
- {
- vec4 src_color = texture2D(u_texture, pass_pos);
- vec4 neigh_color;
-
- for (int i = 0; i < 8; ++i)
- {
- neigh_color = texture2D(u_texture, pass_p[i]);
-
- if (neigh_color.z > 0.0 && src_color.z == 0.0)
- src_color = neigh_color;
- else if (neigh_color.z > 0.0 && src_color.z > 0.0 &&
- length(neigh_color.xy - pass_pos) < length(src_color.xy - pass_pos))
- src_color = neigh_color;
-
- }
-
- gl_FragColor = src_color;
- }
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