40 lines
1.1 KiB
GLSL
40 lines
1.1 KiB
GLSL
in vec2 v_texCoord0;
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uniform sampler2D tex0;// input
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uniform float blockWidth;
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uniform float blockHeight;
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uniform float blockOffsetX;
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uniform float blockOffsetY;
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uniform float sourceOffsetX;
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uniform float sourceOffsetY;
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uniform float sourceScale;
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out vec4 o_color;
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void main() {
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vec2 uv = v_texCoord0;
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vec2 blockSize = vec2(blockWidth, blockHeight);
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vec2 blockOffset = vec2(blockOffsetX, blockOffsetY);
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vec2 blockCoord = uv / blockSize + blockOffset;
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ivec2 blockIndex = ivec2(blockCoord);
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vec2 blockUV = mod(blockCoord - blockIndex, vec2(1.0));
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vec2 blockAspect = vec2(1.0);
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if (blockWidth < blockHeight) {
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blockAspect = vec2(blockWidth / blockHeight, 1.0);
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}
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if (blockHeight < blockWidth) {
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blockAspect = vec2(1.0, blockHeight/blockWidth);
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}
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vec2 tUV = mix(blockUV * blockSize, blockUV * blockAspect, sourceScale);
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// vec2 fw = fwidth(blockCoord);
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// float f = smoothstep(0.0, 0.01, blockUV.x) * smoothstep(0.0, 0.01, blockUV.y);
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vec2 sourceOffset = vec2(sourceOffsetX, sourceOffsetY);
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vec4 c = texture(tex0, mod(tUV + sourceOffset, vec2(1.0)));
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o_color = c;
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}
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