[orx-jumpflood] Make module multiplatform
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59
orx-jumpflood/src/shaders/glsl/pixel-direction.frag
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59
orx-jumpflood/src/shaders/glsl/pixel-direction.frag
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/*
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use #define OUTPUT_DISTANCE to output distance
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use #define OUTPUT_DIRECTION to output direction
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*/
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform vec2 originalSize;
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uniform vec2 directionalField;
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uniform float distanceScale;
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uniform bool normalizedDistance;
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uniform bool unitDirection;
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uniform bool flipV;
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uniform bool outputIds;
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in vec2 v_texCoord0;
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out vec4 o_color;
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void main() {
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vec2 sizeDF = vec2(textureSize(tex0, 0)); // this is always square
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vec2 sizeTF = vec2(textureSize(tex1, 0)); // this can be non-square
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vec2 pixelPosition = v_texCoord0;
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vec4 textureData = texture(tex0, v_texCoord0);
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vec2 centroidPixelPosition = textureData.xy;
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vec2 pixelDistance = (centroidPixelPosition - pixelPosition) * sizeDF;
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if (flipV) {
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pixelDistance *= vec2(1.0, -1.0);
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}
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if (unitDirection) {
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float length = length(pixelDistance);
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if (length >= 1E-6) {
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pixelDistance /= length;
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}
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}
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vec2 dfTf = sizeDF / sizeTF; // texture adjusment factor
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float outputData = (!outputIds) ? texture(tex1, v_texCoord0 * dfTf).r : textureData.b;
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#ifdef OUTPUT_DIRECTION
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if (!normalizedDistance) {
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o_color = vec4(pixelDistance * distanceScale, outputData, 1.0);
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} else if (!unitDirection) {
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o_color = vec4(pixelDistance / originalSize, outputData, 1.0);
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}
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#else
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if (!normalizedDistance) {
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o_color = vec4( length(pixelDistance * distanceScale).xx, outputData, 1.0);
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} else if (!unitDirection) {
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o_color = vec4( length(pixelDistance / originalSize).xx, outputData, 1.0);
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}
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#endif
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}
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