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@hb3p8
Created Aug 3, 2018
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vec4 StepJFA (in vec2 fragCoord, in float level)
{
level = clamp(level-1.0, 0.0, c_maxSteps);
float stepwidth = floor(exp2(c_maxSteps - level)+0.5);
float bestDistance = 9999.0;
vec2 bestCoord = vec2(0.0);
vec3 bestColor = vec3(0.0);
for (int y = -1; y <= 1; ++y) {
for (int x = -1; x <= 1; ++x) {
vec2 sampleCoord = fragCoord + vec2(x,y) * stepwidth;
vec4 data = texture( iChannel0, sampleCoord / iChannelResolution[0].xy);
vec2 seedCoord;
vec3 seedColor;
DecodeData(data, seedCoord, seedColor);
float dist = length(seedCoord - fragCoord);
if ((seedCoord.x != 0.0 || seedCoord.y != 0.0) && dist < bestDistance)
{
bestDistance = dist;
bestCoord = seedCoord;
bestColor = seedColor;
}
}
}
return EncodeData(bestCoord, bestColor);
}
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