56 lines
1.4 KiB
Plaintext
56 lines
1.4 KiB
Plaintext
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uniform sampler2D u_texture;
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in vec2 vTexCoord;
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in vec4 vColor;
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out vec4 fragColor;
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// [src] https://www.shadertoy.com/view/MllBWf CC1.0
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vec4 texture_AA(sampler2D tx, vec2 uv) {
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vec2 res = vec2(textureSize(tx, 0));
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uv = uv*res + 0.5;
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// tweak fractionnal value of the texture coordinate
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vec2 fl = floor(uv);
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vec2 fr = fract(uv);
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vec2 aa = fwidth(uv)*0.75;
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fr = smoothstep( vec2(0.5)-aa, vec2(0.5)+aa, fr);
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// return value
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uv = (fl+fr-0.5) / res;
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return texture(tx, uv);
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}
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// [src] https://www.shadertoy.com/view/MllBWf CC1.0
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vec4 texture_AA2( sampler2D tex, vec2 uv) {
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vec2 res = vec2(textureSize(tex,0));
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uv = uv*res;
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vec2 seam = floor(uv+0.5);
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uv = seam + clamp( (uv-seam)/fwidth(uv), -0.5, 0.5);
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return texture(tex, uv/res);
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}
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// [src] https://www.shadertoy.com/view/ltBfRD
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vec4 texture_AA3(sampler2D tex, vec2 uv) {
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vec2 res = vec2(textureSize(tex,0));
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float width = 2.0;
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uv = uv * res;
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// ---
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vec2 uv_floor = floor(uv + 0.5);
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vec2 uv_fract = fract(uv + 0.5);
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vec2 uv_aa = fwidth(uv) * width * 0.5;
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uv_fract = smoothstep(
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vec2(0.5) - uv_aa,
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vec2(0.5) + uv_aa,
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uv_fract
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);
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uv = (uv_floor + uv_fract - 0.5) / res;
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return texture(tex, uv);
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}
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void main() {
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vec4 texColor = texture_AA2(u_texture, vTexCoord);
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if(texColor.a < 0.9) discard;
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fragColor = vColor * texColor;
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}
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