CoopPuzzle/GridLines.shader

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shader_type canvas_item;
uniform float rows = 44.0; // Really int but don't want to recast all the time
uniform float cols = 63.0; // ^
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uniform vec4 color_unmarked: hint_color = vec4(0.5, 0.5, 0.5, 1.0);
uniform vec4 color_marked: hint_color = vec4(0.0, 0.0, 1.0, 1.0);
uniform vec4 color_crossed: hint_color = vec4(1.0, 0.0, 0.0, 1.0);
uniform float line_thickness = 0.1; // Cell scale
uniform float line_offset = 0.05; // Should be half of thickness to be centered, but might need tweaking for small values
void fragment(){
vec2 frag_pos = UV * vec2(cols, rows);
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bvec2 frag_marginal = lessThan(fract(frag_pos+line_offset), vec2(line_thickness));
bvec2 frag_marginal_x = lessThan(fract(frag_pos-0.425), vec2(0.15));
// vec2 grid_data = texture(TEXTURE, (frag_pos+line_offset)/vec2(cols+1.0, rows+1.0)).rg;
// float grid_data_s = texture(TEXTURE, ((frag_pos+line_offset)/vec2(cols+1.0, rows+1.0)).yx).a*128.0; //*17.0;
// COLOR = vec4(grid_data_s, grid_data_s, grid_data_s, 1.0);
int grid_data_s = int(texture(TEXTURE, ((frag_pos+line_offset)/vec2(cols+1.0, rows+1.0)).yx).r*255.0);
ivec2 grid_data = ivec2(grid_data_s%4, grid_data_s/4);
COLOR = vec4(0.0);
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if (frag_marginal.x){
if (grid_data.g >= 2){
if (frag_marginal_x.y)
COLOR = color_crossed;
}else if (grid_data.g == 1){
COLOR = color_marked;
}else
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COLOR = color_unmarked;
}
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if (frag_marginal.y){
if (grid_data.r >= 2){
if (frag_marginal_x.x)
COLOR = color_crossed;
}else if (grid_data.r == 1){
COLOR = color_marked;
}else
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COLOR = color_unmarked;
}
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// if (frag_marginal.x){
// if (grid_data.g >= 0.99){
// if (frag_marginal_x.y)
// COLOR = color_crossed;
// }else if (grid_data.g >= 0.49){
// COLOR = color_marked;
// }else
// COLOR = color_unmarked;
// }
// if (frag_marginal.y){
// if (grid_data.r >= 0.99){
// if (frag_marginal_x.x)
// COLOR = color_crossed;
// }else if (grid_data.r >= 0.49){
// COLOR = color_marked;
// }else
// COLOR = color_unmarked;
// }
}