#version 440 layout(location = 0) in vec2 v_uv; layout(location = 0) out vec4 fragColor; layout(binding = 0) uniform sampler2D tex; void main() { vec2 uv = v_uv; #if QSHADER_HLSL || QSHADER_MSL uv.y = 1.0 - uv.y; #endif vec2 sz = vec2(textureSize(tex, 0)); vec2 pix = vec2(1.0 / sz.x, 1.0 / sz.y); vec4 c = texture(tex, uv); // Dilate, to avoid seams: take a neighbor with non-zero alpha, if possible. // Requires the sampler uses Nearest filtering, it is meaningless with Linear. c = c.a > 0.5 ? c : texture(tex, uv + vec2(-pix.x, 0.0)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(0.0, pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(pix.x, 0.0)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(0.0, -pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-pix.x, -pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-pix.x, pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(pix.x, -pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(pix.x, pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-2.0 * pix.x, 0.0)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(0.0, 2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(2.0 * pix.x, 0.0)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(0.0, -2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-2.0 * pix.x, -pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-2.0 * pix.x, pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(2.0 * pix.x, -pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(2.0 * pix.x, pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-pix.x, -2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-pix.x, 2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(pix.x, -2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(pix.x, 2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-2.0 * pix.x, -2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(-2.0 * pix.x, 2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(2.0 * pix.x, -2.0 * pix.y)); c = c.a > 0.5 ? c : texture(tex, uv + vec2(2.0 * pix.x, 2.0 * pix.y)); fragColor = c; }