Bumped to version 0.0.7
version of JumpFlood with reusable color buffers
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@@ -6,15 +6,15 @@ in vec2 v_texCoord0;
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out vec4 o_color;
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void main() {
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vec2 step = 1.0 / textureSize(tex0, 0);
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vec2 stepSize = 1.0 / textureSize(tex0, 0);
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float ref = step(0.5 , texture(tex0, v_texCoord0).r);
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vec4 outc = vec4(-1.0, -1.0, 0.0, 1.0);
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float contour = 0.0;
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for (int y = -1; y <= 1; ++y) {
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for (int x = -1; x <= 1; ++x) {
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float smp = step(0.5, texture(tex0, v_texCoord0 + vec2(x,y) * step).r);
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if (smp != ref) {
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float smp = step(0.5, texture(tex0, v_texCoord0 + vec2(x,y) * stepSize).r);
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if (smp != ref && ref == 1.0) {
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contour = 1.0;
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}
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}
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@@ -7,9 +7,9 @@ out vec4 o_color;
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void main() {
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vec2 size = textureSize(tex0, 0);
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vec2 pixelPosition = v_texCoord0 * size;
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vec2 centroidPixelPosition = texture(tex0, v_texCoord0).xy * size;
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vec2 pixelDistance = centroidPixelPosition - pixelPosition;
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vec2 pixelPosition = v_texCoord0;
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vec2 centroidPixelPosition = texture(tex0, v_texCoord0).xy;
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vec2 pixelDistance = (centroidPixelPosition - pixelPosition) * size;
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o_color = vec4(pixelDistance, 0.0, 1.0);
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}
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@@ -7,7 +7,5 @@ out vec4 o_color;
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void main() {
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float ref = step(threshold , dot( vec3(1.0/3.0), texture(tex0, v_texCoord0).rgb ));
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o_color = vec4(ref, ref, ref, 1.0);
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}
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