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27 lines
799 B
Python
27 lines
799 B
Python
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$input v_color0, v_texcoord0
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#include "../../common/common.sh"
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SAMPLERCUBE(u_texColor, 0);
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uniform float u_inverse_gamma;
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void main()
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{
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vec4 color = textureCube(u_texColor, v_texcoord0.xyz);
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int index = int(v_texcoord0.w*4.0 + 0.5);
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float distance = color.bgra[index];
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float dx = length(dFdx(v_texcoord0.xyz));
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float dy = length(dFdy(v_texcoord0.xyz));
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float w = 16.0*0.5*(dx+dy);
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// alternatives that seems to give identical results
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//float w = 16.0*max(dx,dy);
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//float w = 16.0*length(vec2(dx,dy))/sqrt(2.0);
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//float w = 16.0*length(fwidth(v_texcoord0.xyz))/sqrt(2.0);
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float a = smoothstep(0.5-w, 0.5+w, distance);
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//a = pow(a, u_inverse_gamma); //I'll deal with gamma later
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gl_FragColor = vec4(v_color0.rgb, v_color0.a*a);
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}
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