Files
orx/orx-jumpflood/src/shaders/glsl/jumpflood.frag
2023-01-12 16:35:30 +01:00

38 lines
1.0 KiB
GLSL

in vec2 v_texCoord0;
uniform sampler2D tex0;
uniform int maxSteps;
uniform int step;
out vec4 o_color;
void main() {
float stepwidth = 1.0 / pow(2.0, min(float(maxSteps), float(step+1)));
float bestDistance = 1E10;
vec2 bestCoord = vec2(-100.0);
vec2 bestColor = vec2(-1.0);
vec2 is = vec2(1.0) / vec2(textureSize(tex0, 0));
float found = 0.0;
for (int y = -1; y <= 1; ++y) {
for (int x = -1; x <= 1; ++x) {
vec2 sampleCoord = v_texCoord0 + vec2(stepwidth) * vec2(x,y);
vec4 data = texture( tex0, sampleCoord);
vec2 seedCoord = data.xy;
vec2 seedColor = data.zw;
float dist = length(seedCoord - v_texCoord0);
if ((seedCoord.x >= 0.0 && seedCoord.y >= 0.0) && dist <= bestDistance)
{
found = 1.0;
bestDistance = dist;
bestCoord = seedCoord;
bestColor = seedColor;
}
}
}
o_color = vec4(bestCoord, bestColor.r, 1.0);
}