112 lines
3.3 KiB
GLSL
112 lines
3.3 KiB
GLSL
#version 450 core
|
|
in vec2 vTexPos;
|
|
out vec4 fColor;
|
|
layout (location = 0) uniform vec2 screensize;
|
|
layout(binding = 0) uniform sampler2D screenTexture;
|
|
vec3 f (float x, float y)
|
|
//{ return texture(screenTexture, vTexPos + vec2((x+0.5)/screensize.x,(y+0.5)/screensize.y)).xyz;
|
|
{ return texture(screenTexture, vTexPos + vec2(x/screensize.x,y/screensize.y)).xyz;
|
|
}
|
|
bool t (vec3 x, vec3 y)
|
|
{ return dot(x-y,x-y) < 0.005;
|
|
}
|
|
bool t3 (vec3 x, vec3 y, vec3 z)
|
|
{ return t(x,y) && t(y,z);
|
|
}
|
|
//vec3 c = f(0,0);
|
|
vec3 c = texelFetch(screenTexture
|
|
,ivec2(floor(0.25*vTexPos.x*screensize.x),floor(0.25*vTexPos.y*screensize.y))
|
|
, 0).xyz;
|
|
bool bt (vec3 x, vec3 y)
|
|
{ return x.x+x.y+x.z > y.x+y.y+y.z;}
|
|
bool t4 (vec3 x, vec3 y, vec3 z)
|
|
{ return t(x,z) && (t(x,y) || bt(x,c)) ; }
|
|
bool incenter (int x) { return x > 0 && x < 3; }
|
|
int three = int(( floor(vTexPos.y * screensize.y))) % 3;
|
|
int i = int(( floor(vTexPos.x * screensize.x))) % 4;
|
|
int j = int(( floor(vTexPos.y * screensize.y))) % 4;
|
|
vec4 edgecase (vec3 e1, vec3 e2)
|
|
{ return vec4((t(e1,e2) && bt(e1,c) ? e1 : c),1); }
|
|
vec4 ttlcase (vec3 tt, vec3 tr, vec3 mr, vec3 br, vec3 bb, vec3 bl, vec3 ml, vec3 tl)
|
|
{
|
|
if (t(tl,tt) && t(tl,mr))
|
|
{return vec4(tl,1);}
|
|
if (t(tl,tt) && t(tl,ml))
|
|
{return vec4(tt,1);}
|
|
// if (t(tt,mr) && bt(tt,c))
|
|
// {return vec4(tt,1);}
|
|
return vec4(c,1);
|
|
}
|
|
vec4 corncase (vec3 e1, vec3 e2, vec3 corn)
|
|
{ return vec4( (t(e1,e2) && false == (t(corn,c)) ? e1 : c) , 1);}
|
|
//{ return vec4( (t(e1,e2) ? e1 : c) , 1);}
|
|
void main()
|
|
{
|
|
vec3 tl = f(-4, 4);
|
|
vec3 tt = f( 0, 4);
|
|
vec3 tr = f( 4, 4);
|
|
vec3 mr = f( 4, 0);
|
|
vec3 br = f( 4,-4);
|
|
vec3 bb = f( 0,-4);
|
|
vec3 bl = f(-4,-4);
|
|
vec3 ml = f(-4, 0);
|
|
vec3 tlc = f(-1, 1);
|
|
vec3 trc = f( 1, 1);
|
|
vec3 brc = f( 1,-1);
|
|
vec3 blc = f(-1,-1);
|
|
// if (t4(tl,tr,br))
|
|
// { fColor = vec4(tl,1);}
|
|
// else if (t4(tr,br,bl))
|
|
// { fColor = vec4(tr,1);}
|
|
// else if (t4(br,bl,tl))
|
|
// { fColor = vec4(br,1);}
|
|
// else if (t4(bl,tl,tr))
|
|
// { fColor = vec4(bl,1);}
|
|
if (incenter(i) && incenter(j))
|
|
{fColor = vec4(c,1); }
|
|
//{fColor = vec4(0,0,0,1); }
|
|
//else {fColor = vec4(f(0,0),1);}
|
|
else {fColor = vec4(c,1);}
|
|
//else
|
|
// { fColor = vec4(0,0,0,1);
|
|
// switch (i * 10 + j) {
|
|
// case 10:
|
|
// fColor = ttlcase(bb,br,mr,tr,tt,tl,ml,bl);
|
|
// break;
|
|
// case 01:
|
|
// fColor = ttlcase(ml,tl,tt,tr,mr,br,bb,bl);
|
|
// break;
|
|
// case 13:
|
|
// fColor = ttlcase(tt,tr,mr,br,bb,bl,ml,tl);
|
|
// break;
|
|
// case 02:
|
|
// fColor = ttlcase(ml,bl,bb,br,mr,tr,tt,tl);
|
|
// break;
|
|
// case 23:
|
|
// fColor = ttlcase(tt,tl,ml,bl,bb,br,mr,tr);
|
|
// break;
|
|
// case 32:
|
|
// fColor = ttlcase(mr,br,bb,bl,ml,tl,tt,tr);
|
|
// break;
|
|
// case 20:
|
|
// fColor = ttlcase(bb,bl,ml,tl,tt,tr,mr,br);
|
|
// break;
|
|
// case 31:
|
|
// fColor = ttlcase(mr,tr,tt,tl,ml,bl,bb,br);
|
|
// break;
|
|
// case 00:
|
|
// fColor = corncase(ml,bb,bl);
|
|
// break;
|
|
// case 03:
|
|
// fColor = corncase(ml,tt,tl);
|
|
// break;
|
|
// case 33:
|
|
// fColor = corncase(mr,tt,tr);
|
|
// break;
|
|
// case 30:
|
|
// fColor = corncase(mr,bb,br);
|
|
// break;
|
|
// }
|
|
// }
|
|
}
|