108 lines
2.3 KiB
GLSL
108 lines
2.3 KiB
GLSL
Shader "Hidden/ftDilate"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers gles gles3
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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UNITY_DECLARE_TEX2D(_MainTex);
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fixed4 frag (v2f i) : SV_Target
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{
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uint width, height;
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_MainTex.GetDimensions(width, height);
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int3 center = int3(i.vertex.xy, 0);
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float4 c = _MainTex.Load(center);
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if (c.w > 0) return c;
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uint total = 0;
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float4 c2 = _MainTex.Load(center, int2(-1,-1));
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if (c2.w>0) {
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c += c2;
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total++;
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}
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c2 = _MainTex.Load(center, int2(0,-1));
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if (c2.w>0) {
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c += c2;
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total++;
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}
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c2 = _MainTex.Load(center, int2(1,-1));
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if (c2.w>0) {
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c += c2;
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total++;
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}
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c2 = _MainTex.Load(center, int2(-1,0));
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if (c2.w>0) {
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c += c2;
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total++;
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}
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c2 = _MainTex.Load(center, int2(1,0));
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if (c2.w>0) {
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c += c2;
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total++;
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}
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c2 = _MainTex.Load(center, int2(-1,1));
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if (c2.w>0) {
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c += c2;
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total++;
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}
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c2 = _MainTex.Load(center, int2(1,1));
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if (c2.w>0) {
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c += c2;
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total++;
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}
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if (total > 0)
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{
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c /= total;
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return float4(c.rgb, 1.0f);
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}
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return float4(0,0,0,0);
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}
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ENDCG
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}
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}
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}
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