enable hidpi
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33
linux-hidpi/glava/wave/2.frag
Normal file
33
linux-hidpi/glava/wave/2.frag
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@@ -0,0 +1,33 @@
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layout(pixel_center_integer) in vec4 gl_FragCoord;
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#request uniform "prev" tex
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uniform sampler2D tex; /* screen texture */
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#request uniform "screen" screen
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uniform ivec2 screen; /* screen dimensions */
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out vec4 fragment; /* output */
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#include "@wave.glsl"
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#include ":wave.glsl"
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void main() {
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fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
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vec4
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a0 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0),
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a1 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 1)), 0),
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a2 = texelFetch(tex, ivec2((gl_FragCoord.x + 0), (gl_FragCoord.y + 1)), 0),
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a3 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0),
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a4 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 0)), 0),
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a5 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 1)), 0),
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a6 = texelFetch(tex, ivec2((gl_FragCoord.x - 0), (gl_FragCoord.y - 1)), 0),
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a7 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 0)), 0);
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vec4 avg = (a0 + a1 + a2 + a3 + a4 + a5 + a6 + a7) / 8.0;
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if (avg.a > 0){
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if (fragment.a <= 0 || gl_FragCoord.x == 0 || gl_FragCoord.x == screen.x - 1)
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fragment = OUTLINE;
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}
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}
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