glava-ridged/shaders/glava/circle/2.frag

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2023-09-07 16:16:06 -06:00
in vec4 gl_FragCoord;
#request uniform "prev" tex
uniform sampler2D tex; /* screen texture */
out vec4 fragment; /* output */
#include "@circle.glsl"
#include ":circle.glsl"
void main() {
fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
#if C_SMOOTH > 0
#if _USE_ALPHA
vec4
a0 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0),
a1 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 1)), 0),
a2 = texelFetch(tex, ivec2((gl_FragCoord.x + 0), (gl_FragCoord.y + 1)), 0),
a3 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0),
a4 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 0)), 0),
a5 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 1)), 0),
a6 = texelFetch(tex, ivec2((gl_FragCoord.x - 0), (gl_FragCoord.y - 1)), 0),
a7 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 0)), 0);
vec4 avg = (a0 + a1 + a2 + a3 + a4 + a5 + a6 + a7) / 8.0;
if (fragment.a == 0) {
fragment = avg;
}
#endif
#endif
}