rj-action-library/Runtime/Shading/Shaders/Baking/DilationDrawer.gdshader

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// NOTE: Shader automatically converted from Godot Engine 4.4.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform vec2 resolution;
uniform int maxRadius = 32;
uniform int alphaTreshold:hint_range(1,255) = 1;
uniform int genericAlphaOffset:hint_range(0,255) = 9;
uniform int assignedColorAlphaMinimum:hint_range(0,255) = 0;
uniform float amount:hint_range(0,1)=1;
vec4 getPaddingColor( vec2 uv, vec2 pixelSize, int closestDistance, float t )
{
vec4 closestPixel = texture( texture_albedo, uv );
if ( closestPixel.a >= t )
{
return closestPixel / closestPixel.a;;
}
for ( int x = -maxRadius; x <= maxRadius; ++x )
{
for ( int y = -maxRadius; y <= maxRadius; ++y )
{
int d = x * x + y * y;
if ( d >= closestDistance )
{
continue;
}
vec2 pUV = uv + pixelSize * vec2( float( x ), float( y ) );
vec4 pixel = texture( texture_albedo, pUV );
if ( pixel.a >= t )
{
closestPixel = pixel / pixel.a;
closestPixel.a = pixel.a;
closestDistance = d;
}
}
}
return closestPixel;
}
varying vec2 pixelSize;
varying float closestDistance;
const float halfSquare = pow( 2.0, 0.5 ) * 0.5;
varying float tresholdFloat;
varying float assignedColorAlphaMinimumFloat;
varying float genericAlphaOffsetFloat;
void vertex()
{
pixelSize = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
float range = float( maxRadius ) * halfSquare;
closestDistance = ( range * range + range * range );
tresholdFloat = float( alphaTreshold ) / 255.0;
assignedColorAlphaMinimumFloat = float( assignedColorAlphaMinimum ) / 255.0;
genericAlphaOffsetFloat = float( genericAlphaOffset ) / 255.0;
}
void fragment()
{
vec2 pixelPerfectUV = round( UV * resolution ) / resolution;
vec4 original = texture( texture_albedo, pixelPerfectUV );
if ( original.a == 1.0 )
{
ALBEDO = original.rgb;
ALPHA = original.a;
}
else
{
int closestDistanceInteger = int( closestDistance );
vec4 outputColor = getPaddingColor( pixelPerfectUV, pixelSize, closestDistanceInteger, tresholdFloat );
outputColor.a = max( original.a, outputColor.a > 0.0 ? assignedColorAlphaMinimumFloat : 0.0 );
ALBEDO = mix( original.rgb, outputColor.rgb, amount );
ALPHA = mix( original.a, min( 1, outputColor.a + genericAlphaOffsetFloat ), amount );
}
}