38 lines
958 B
GLSL
38 lines
958 B
GLSL
#version 330
|
|
|
|
in vec2 uv; /* image uv */
|
|
in vec4 border; /* uv length of border, normalized to image dimensions; left, bottom, right, top */
|
|
in vec2 scale; /* polygon dimensions / texture dimensions */
|
|
in vec4 fcolor;
|
|
|
|
out vec4 color;
|
|
|
|
uniform sampler2d image;
|
|
|
|
float map(float value, float min1, float max1, float min2, float max2)
|
|
{
|
|
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
|
|
}
|
|
|
|
float processAxis(float coord, float texBorder, float winBorder)
|
|
{
|
|
if (coord < winBorder)
|
|
return map(coord, 0, winBorder, 0, texBorder);
|
|
if (coord < 1 - winBorder)
|
|
return map(coord, winBorder, 1 - winBorder, texBorder, 1 - texBorder);
|
|
|
|
return map(coord, 1 - winBorder, 1, 1 - texBorder, 1);
|
|
}
|
|
|
|
uv9slice(vec2 uv, vec2 s, vec4 b)
|
|
{
|
|
vec2 t = clamp((s * uv - b.xy) / (s - b.xy - b.zw), 0.0, 1.0);
|
|
return mix(uv * s, 1.0 - s * (1.0 - uv), t);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 nuv = uv9slice(uv, scale, border);
|
|
color = fcolor * texture(image, uv);
|
|
}
|