lygia
/v1.1.6
/morphological
/alphaFill
)fill alpha with edge colors
Dependencies:
Use:
<vec4> fillAlpha(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel, <int> passes)
#ifndef ALPHAFILL_RADIUS
#define ALPHAFILL_RADIUS 2.0
#endif
#ifndef ALPHAFILL_SAMPLE_FNC
#define ALPHAFILL_SAMPLE_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#ifndef FNC_ALPHAFILL
#define FNC_ALPHAFILL
vec4 alphaFill(SAMPLER_TYPE tex, vec2 st, vec2 pixel, int passes) {
vec4 accum = vec4(0.0, 0.0, 0.0, 0.0);
float max_dist = sqrt(ALPHAFILL_RADIUS * ALPHAFILL_RADIUS);
#if defined(PLATFORM_WEBGL)
for (int s = 0; s < 100; s++) {
if (s >= passes)
break;
#else
for (int s = 0; s < passes; s++) {
#endif
vec2 spiral = vec2(sin(float(s)*GOLDEN_ANGLE), cos(float(s)*GOLDEN_ANGLE));
float dist = sqrt(ALPHAFILL_RADIUS * float(s));
spiral *= dist;
vec4 sampled_pixel = ALPHAFILL_SAMPLE_FNC(tex, st + spiral * pixel);
sampled_pixel.rgb *= sampled_pixel.a;
accum += sampled_pixel * (1.0 / (1.0 + dist));
if (accum.a >= 1.0)
break;
}
return accum.rgba / max(0.0001, accum.a);
}
#endif
Dependencies:
Use:
<float4> fillAlpha(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel, <int> passes)
#ifndef ALPHAFILL_RADIUS
#define ALPHAFILL_RADIUS 2.0
#endif
#ifndef FNC_ALPHAFILL
#define FNC_ALPHAFILL
float4 alphaFill(SAMPLER_TYPE tex, float2 st, float2 pixel, int passes) {
float4 accum = float4(0.0, 0.0, 0.0, 0.0);
float max_dist = sqrt(ALPHAFILL_RADIUS * ALPHAFILL_RADIUS);
for (int s = 0; s < passes; s++) {
float2 spiral = float2(sin(float(s)*GOLDEN_ANGLE), cos(float(s)*GOLDEN_ANGLE));
float dist = sqrt(ALPHAFILL_RADIUS * float(s));
spiral *= dist;
float4 sampled_pixel = SAMPLER_FNC(tex, st + spiral * pixel);
sampled_pixel.rgb *= sampled_pixel.a;
accum += sampled_pixel * (1.0 / (1.0 + dist));
if (accum.a >= 1.0)
break;
}
return accum.rgba / max(0.0001, accum.a);
}
#endif
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