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31 lines
488 B
GLSL
31 lines
488 B
GLSL
#version 300 es
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precision highp float;
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precision highp int;
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in vec2 uv;
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out vec4 color;
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uniform sampler2D sampler1;
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uniform float scale;
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void main()
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{
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vec4 tmp;
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if (scale > 1.0)
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{
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vec2 ts = vec2(textureSize(sampler1, 0));
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vec2 px = (uv - (0.5 / ts)) * ts;
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if (px.x < 0.0 || px.y < 0.0)
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discard;
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tmp = texelFetch(sampler1, ivec2(px), 0);
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}
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else
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tmp = texture(sampler1, uv);
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if (tmp.rgb == vec3(0.0, 0.0, 0.0))
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discard;
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color = tmp;
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}
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