Add shaders for texture damage checking
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527d0caea7
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3da3a59604
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precision mediump float;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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varying vec2 v_texture;
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varying float v_width;
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varying float v_height;
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float get_pixel_damage(vec2 coord)
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{
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vec3 diff = texture2D(tex0, coord).rgb - texture2D(tex1, coord).rgb;
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vec3 absdiff = ceil(abs(diff));
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return clamp(absdiff.r + absdiff.g + absdiff.b, 0.0, 1.0);
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}
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float get_damage(vec2 coord)
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{
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float x_off = 2.0 / v_width;
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float y_off = 2.0 / v_height;
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float ix = v_width * (1.0 + coord.x) * 2.0;
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float iy = v_height * (1.0 + coord.y) * 2.0;
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float x_start = mod(ix, 32.0) / v_width / 2.0;
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float y_start = mod(iy, 32.0) / v_height / 2.0;
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float color = 0.0;
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for (float y = 0.0; y < 32.0; y += 1.0)
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for (float x = 0.0; x < 32.0; x += 1.0) {
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color += get_pixel_damage(vec2(coord.x - x_start + x * x_off,
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coord.y - y_start + y * y_off));
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}
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return clamp(color, 0.0, 1.0);
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}
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void main()
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{
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float color = get_damage(v_texture);
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gl_FragColor = vec4(color, color, color, 1.0);
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}
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@ -0,0 +1,15 @@
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attribute vec2 pos;
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attribute vec2 texture;
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attribute float width;
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attribute float height;
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varying vec2 v_texture;
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varying float v_width;
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varying float v_height;
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void main() {
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v_texture = texture;
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v_width = width;
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v_height = height;
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gl_Position = vec4(pos, 0, 1);
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}
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