67 lines
1.7 KiB
GLSL
67 lines
1.7 KiB
GLSL
shader_type canvas_item;
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uniform vec2 u_slope_up = vec2(0, 0);
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uniform float u_slope_factor = 1.0;
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uniform bool u_slope_invert = false;
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uniform float u_weight = 0.5;
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uniform float u_dilation = 0.0;
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void fragment() {
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float r = 3.0;
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// Divide so the shader stays neighbor dependent 1 pixel across.
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// For this to work, filtering must be enabled.
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vec2 eps = SCREEN_PIXEL_SIZE / (0.99 * r);
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vec2 uv = SCREEN_UV;
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float h = texture(SCREEN_TEXTURE, uv).r;
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float eh = h;
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float dh = h;
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// Morphology with circular structuring element
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for (float y = -r; y <= r; ++y) {
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for (float x = -r; x <= r; ++x) {
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vec2 p = vec2(float(x), float(y));
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float nh = texture(SCREEN_TEXTURE, uv + p * eps).r;
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float s = max(length(p) - r, 0);
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eh = min(eh, nh + s);
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s = min(r - length(p), 0);
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dh = max(dh, nh + s);
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}
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}
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eh = mix(h, eh, u_weight);
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dh = mix(h, dh, u_weight);
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float ph = mix(eh, dh, u_dilation);
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if (u_slope_factor > 0.0) {
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vec2 ps = SCREEN_PIXEL_SIZE;
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float left = texture(SCREEN_TEXTURE, uv + vec2(-ps.x, 0.0)).r;
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float right = texture(SCREEN_TEXTURE, uv + vec2(ps.x, 0.0)).r;
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float top = texture(SCREEN_TEXTURE, uv + vec2(0.0, ps.y)).r;
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float bottom = texture(SCREEN_TEXTURE, uv + vec2(0.0, -ps.y)).r;
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vec3 normal = normalize(vec3(left - right, ps.x + ps.y, bottom - top));
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vec3 up = normalize(vec3(u_slope_up.x, 1.0, u_slope_up.y));
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float f = max(dot(normal, up), 0);
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if (u_slope_invert) {
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f = 1.0 - f;
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}
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ph = mix(h, ph, mix(1.0, f, u_slope_factor));
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//COLOR = vec4(f, f, f, 1.0);
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}
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//COLOR = vec4(0.5 * normal + 0.5, 1.0);
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//eh = 0.5 * (eh + texture(SCREEN_TEXTURE, uv + mp * ps * k).r);
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//eh = mix(h, eh, (1.0 - h) / r);
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COLOR = vec4(ph, ph, ph, 1.0);
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}
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