Pixel-Composer/build/Windows/0/cache/sh_trail_filler_pass2.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
float u = 0.;
float v = col.b;
if(col.a < 0.5) {
gl_FragColor = vec4(0.);
return;
}
float pos = 0.;
vec2 scPos = v_vTexcoord;
for( float i = 0.; i < dimension.x; i++ ) {
vec4 sm = texture2D( gm_BaseTexture, scPos );
if(sm.a < 0.5) break;
scPos.x -= sm.y;
scPos.y += sm.x;
pos++;
}
float tot = 0.;
vec2 scTot = v_vTexcoord;
for( float i = 0.; i < dimension.x; i++ ) {
vec4 sm = texture2D( gm_BaseTexture, scTot );
if(sm.a < 0.5) break;
scTot.x += sm.y;
scTot.y -= sm.x;
tot++;
}
u = pos / (pos + tot);
gl_FragColor = vec4(u, v, 0., col.a);
}