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#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;
}
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