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#version 120 | |
#ifdef GL_ARB_shading_language_420pack | |
#extension GL_ARB_shading_language_420pack : require | |
#endif | |
struct FragInfo | |
{ | |
vec2 texture_size; | |
vec2 direction; | |
float texture_sampler_y_coord_scale; | |
float radius; | |
}; | |
uniform FragInfo frag_info; | |
uniform sampler2D texture_sampler; | |
varying vec2 v_texture_coords; | |
void main() | |
{ | |
vec2 _99 = frag_info.direction / frag_info.texture_size; | |
float _105 = -frag_info.radius; | |
vec4 _213 = vec4(0.0); | |
_213 = vec4(1.0); | |
vec4 _134 = vec4(0.0); | |
for (float _212 = _105; _212 <= frag_info.radius; _213 = _134, _212 += 1.0) | |
{ | |
vec2 _122 = v_texture_coords + (_99 * _212); | |
vec4 _215 = vec4(0.0); | |
do | |
{ | |
float _162 = _122.x; | |
bool _163 = _162 < 0.0; | |
bool _170 = false; | |
if (!_163) | |
{ | |
_170 = _162 >= 1.0; | |
} | |
else | |
{ | |
_170 = _163; | |
} | |
bool _184 = false; | |
if (!_170) | |
{ | |
float _174 = _122.y; | |
bool _175 = _174 < 0.0; | |
bool _182 = false; | |
if (!_175) | |
{ | |
_182 = _174 >= 1.0; | |
} | |
else | |
{ | |
_182 = _175; | |
} | |
_184 = _182; | |
} | |
else | |
{ | |
_184 = _170; | |
} | |
if (_184) | |
{ | |
_215 = vec4(0.0); | |
break; | |
} | |
vec2 _214 = vec2(0.0); | |
if (frag_info.texture_sampler_y_coord_scale < 0.0) | |
{ | |
vec2 _211 = _122; | |
_211.y = 1.0 - _122.y; | |
_214 = _211; | |
} | |
else | |
{ | |
_214 = _122; | |
} | |
_215 = texture2D(texture_sampler, _214); | |
break; | |
} while(false); | |
_134 = min(_215, _213); | |
} | |
gl_FragData[0] = _213; | |
} |
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#version 120 | |
#ifdef GL_ARB_shading_language_420pack | |
#extension GL_ARB_shading_language_420pack : require | |
#endif | |
struct FragInfo | |
{ | |
vec2 texture_size; | |
vec2 direction; | |
float texture_sampler_y_coord_scale; | |
float radius; | |
}; | |
uniform FragInfo frag_info; | |
uniform sampler2D texture_sampler; | |
varying vec2 v_texture_coords; | |
void main() | |
{ | |
vec2 _87 = frag_info.direction / frag_info.texture_size; | |
float _93 = -frag_info.radius; | |
vec4 _184 = vec4(0.0); | |
_184 = vec4(1.0); | |
vec4 _122 = vec4(0.0); | |
for (float _183 = _93; _183 <= frag_info.radius; _184 = _122, _183 += 1.0) | |
{ | |
vec2 _110 = v_texture_coords + (_87 * _183); | |
vec4 _186 = vec4(0.0); | |
do | |
{ | |
bool _152 = any(lessThan(_110, vec2(0.0))); | |
bool _159 = false; | |
if (!_152) | |
{ | |
_159 = any(greaterThanEqual(_110, vec2(1.0))); | |
} | |
else | |
{ | |
_159 = _152; | |
} | |
if (_159) | |
{ | |
_186 = vec4(0.0); | |
break; | |
} | |
vec2 _185 = vec2(0.0); | |
if (frag_info.texture_sampler_y_coord_scale < 0.0) | |
{ | |
vec2 _182 = _110; | |
_182.y = 1.0 - _110.y; | |
_185 = _182; | |
} | |
else | |
{ | |
_185 = _110; | |
} | |
_186 = texture2D(texture_sampler, _185); | |
break; | |
} while(false); | |
_122 = min(_186, _184); | |
} | |
gl_FragData[0] = _184; | |
} |
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#version 120 | |
#ifdef GL_ARB_shading_language_420pack | |
#extension GL_ARB_shading_language_420pack : require | |
#endif | |
struct FragInfo | |
{ | |
vec2 texture_size; | |
vec2 direction; | |
float texture_sampler_y_coord_scale; | |
float radius; | |
}; | |
uniform FragInfo frag_info; | |
uniform sampler2D texture_sampler; | |
varying vec2 v_texture_coords; | |
void main() | |
{ | |
vec2 _199 = frag_info.direction / frag_info.texture_size; | |
float _205 = -frag_info.radius; | |
vec4 _424 = vec4(0.0); | |
_424 = vec4(1.0); | |
vec4 _235 = vec4(0.0); | |
for (float _423 = _205; _423 <= frag_info.radius; _424 = _235, _423 += 1.0) | |
{ | |
vec2 _222 = v_texture_coords + (_199 * _423); | |
vec4 _432 = vec4(0.0); | |
do | |
{ | |
float _278 = _222.x; | |
bool _279 = _278 < 0.0; | |
bool _286 = false; | |
if (!_279) | |
{ | |
_286 = _278 >= 1.0; | |
} | |
else | |
{ | |
_286 = _279; | |
} | |
bool _307 = false; | |
if (!_286) | |
{ | |
float _295 = _222.y; | |
bool _296 = _295 < 0.0; | |
bool _303 = false; | |
if (!_296) | |
{ | |
_303 = _295 >= 1.0; | |
} | |
else | |
{ | |
_303 = _296; | |
} | |
_307 = _303; | |
} | |
else | |
{ | |
_307 = _286; | |
} | |
if (_307) | |
{ | |
_432 = vec4(0.0); | |
break; | |
} | |
vec2 _431 = vec2(0.0); | |
if (frag_info.texture_sampler_y_coord_scale < 0.0) | |
{ | |
vec2 _422 = _222; | |
_422.y = 1.0 - _222.y; | |
_431 = _422; | |
} | |
else | |
{ | |
_431 = _222; | |
} | |
_432 = texture2D(texture_sampler, _431); | |
break; | |
} while(false); | |
_235 = min(_432, _424); | |
} | |
gl_FragData[0] = _424; | |
} | |
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