v4k-git-backup/engine/shaders/fs_24_4_sprite.glsl

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