Files
orx/orx-fx/src/shaders/glsl/distort/block-repeat.frag
2021-06-27 21:07:44 +02:00

40 lines
1.1 KiB
GLSL

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