Created
February 24, 2016 16:26
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pixel shader fade towards edges
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float2 texelsize; // 1/width | |
bool isalpha(uv,offset) | |
{ | |
// if bilinear sampling, then you might want to increase this rather than checking for pure 0 | |
return sample( uv + offset*texelsize ).w < 0.1; | |
} | |
float getdistancetoedge(uv,float radius) | |
{ | |
// can increase samples to improve quality but bileanear filtering might do this for you | |
float2 offsets[8] = | |
{ | |
float2(-1,-1), float2(0,-1), float2(1,-1), | |
float2(-1,0), /*float2(0,0),*/ float2(1,0), | |
float2(-1,1), float2(0,1), float2(1,1) | |
} | |
float mindistance = 999; | |
for ( int i=0;i<8;i++ ) | |
{ | |
float distance = radius * length(offsets[i]); | |
bool alpha = isalpha( uv, offsets[i]*radius ); | |
if ( alpha ) | |
mindistance = min( distance, mindistance ); | |
} | |
return mindistance; | |
} | |
frag() | |
{ | |
float distancetoedge = getdistancetoedge( uv, blurrange ); | |
distancetoedge = min( distancetoedge, 1 ); | |
rgba = sample( uv ); | |
rgba.w *= min( 1, range( distancetoedge, 0, 0.3 ) ); | |
return rgba; | |
} |
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