Fixed pad shader/disconnect bugs
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@@ -32,7 +32,7 @@ void main() {
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vec2 coord = t / v;
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vec4 c = texture2D(u_texture, t);
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if(cont(t, v) ){
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if(cont(t, v)){
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gl_FragColor = u_color;
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}else{
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gl_FragColor = vec4(0.0);
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@@ -3,6 +3,8 @@ precision mediump float;
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precision mediump int;
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#endif
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#define step 3.0
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uniform sampler2D u_texture;
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uniform float u_time;
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@@ -15,27 +17,39 @@ uniform vec2 u_texsize;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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bool id(vec4 v){
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return v.a > 0.1;
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}
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bool id(vec2 coords, vec4 base){
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vec4 target = texture2D(u_texture, coords);
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return target.a < 0.1 || (coords.x < u_uv.x || coords.y < u_uv.y || coords.x > u_uv2.x || coords.y > u_uv2.y);
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}
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bool cont(vec2 T, vec2 v){
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vec4 base = texture2D(u_texture, T);
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return base.a > 0.1 &&
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(id(T + vec2(0, step) * v, base) || id(T + vec2(0, -step) * v, base) ||
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id(T + vec2(step, 0) * v, base) || id(T + vec2(-step, 0) * v, base) ||
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id(T + vec2(step, step) * v, base) || id(T + vec2(-step, -step) * v, base) ||
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id(T + vec2(step, -step) * v, base) || id(T + vec2(-step, step) * v, base));
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}
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void main() {
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vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv);
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vec2 t = v_texCoord.xy;
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
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bool outl = cont(t, v);
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if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress && !outl){
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c = vec4(0.0);
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}
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if(c.a > 0.01){
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float f = abs(sin(coords.x*2.0 + u_time));
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if(f > 0.9 )
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if(f > 0.9 || outl)
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f = 1.0;
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else
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f = 0.0;
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Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
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