mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
68 lines
2.6 KiB
Text
68 lines
2.6 KiB
Text
varying vec2 xlv_TEXCOORD0;
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uniform vec4 _MainTex_TexelSize;
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uniform sampler2D _MainTex;
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void main ()
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{
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int j_1;
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vec2 mx_2;
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vec2 uvCorner_3;
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uvCorner_3 = xlv_TEXCOORD0;
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mx_2 = texture2D (_MainTex, xlv_TEXCOORD0).xy;
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j_1 = 0;
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for (int j_1 = 0; j_1 < 8; ) {
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vec2 tmpvar_4;
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tmpvar_4.x = 0.0;
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tmpvar_4.y = float(j_1);
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_4 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_5.xy, vec2(float((dot (tmpvar_5.xy, tmpvar_5.xy) >= dot (mx_2, mx_2)))));
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vec2 tmpvar_6;
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tmpvar_6.x = 1.0;
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tmpvar_6.y = float(j_1);
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vec4 tmpvar_7;
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tmpvar_7 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_6 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_7.xy, vec2(float((dot (tmpvar_7.xy, tmpvar_7.xy) >= dot (mx_2, mx_2)))));
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vec2 tmpvar_8;
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tmpvar_8.x = 2.0;
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tmpvar_8.y = float(j_1);
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_8 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_9.xy, vec2(float((dot (tmpvar_9.xy, tmpvar_9.xy) >= dot (mx_2, mx_2)))));
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vec2 tmpvar_10;
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tmpvar_10.x = 3.0;
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tmpvar_10.y = float(j_1);
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vec4 tmpvar_11;
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tmpvar_11 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_10 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_11.xy, vec2(float((dot (tmpvar_11.xy, tmpvar_11.xy) >= dot (mx_2, mx_2)))));
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vec2 tmpvar_12;
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tmpvar_12.x = 4.0;
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tmpvar_12.y = float(j_1);
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vec4 tmpvar_13;
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tmpvar_13 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_12 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_13.xy, vec2(float((dot (tmpvar_13.xy, tmpvar_13.xy) >= dot (mx_2, mx_2)))));
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vec2 tmpvar_14;
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tmpvar_14.x = 5.0;
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tmpvar_14.y = float(j_1);
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vec4 tmpvar_15;
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tmpvar_15 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_14 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_15.xy, vec2(float((dot (tmpvar_15.xy, tmpvar_15.xy) >= dot (mx_2, mx_2)))));
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vec2 tmpvar_16;
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tmpvar_16.x = 6.0;
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tmpvar_16.y = float(j_1);
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vec4 tmpvar_17;
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tmpvar_17 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_16 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_17.xy, vec2(float((dot (tmpvar_17.xy, tmpvar_17.xy) >= dot (mx_2, mx_2)))));
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vec2 tmpvar_18;
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tmpvar_18.x = 7.0;
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tmpvar_18.y = float(j_1);
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vec4 tmpvar_19;
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tmpvar_19 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_18 * _MainTex_TexelSize.xy)));
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mx_2 = mix (mx_2, tmpvar_19.xy, vec2(float((dot (tmpvar_19.xy, tmpvar_19.xy) >= dot (mx_2, mx_2)))));
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j_1 = (j_1 + 1);
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};
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vec4 tmpvar_20;
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tmpvar_20.zw = vec2(0.0, 0.0);
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tmpvar_20.xy = mx_2;
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gl_FragData[0] = tmpvar_20;
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}
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