mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
63 lines
1.5 KiB
Text
63 lines
1.5 KiB
Text
![]() |
//
|
||
|
// 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_==_######################@~
|
||
|
#define TAU 6.283185307179586
|
||
|
|
||
|
varying vec2 v_vTexcoord;
|
||
|
varying vec4 v_vColour;
|
||
|
|
||
|
uniform vec2 dimension;
|
||
|
uniform vec2 center[4];
|
||
|
uniform vec3 color[4];
|
||
|
uniform vec4 strength;
|
||
|
|
||
|
uniform int blend;
|
||
|
|
||
|
void main() {
|
||
|
vec4 distances = vec4(0.);
|
||
|
float maxDist = 0.;
|
||
|
int i;
|
||
|
|
||
|
for( i = 0; i < 4; i++ ) {
|
||
|
float d = distance(v_vTexcoord, center[i] / dimension);
|
||
|
distances[i] = d;
|
||
|
maxDist = max(maxDist, d);
|
||
|
}
|
||
|
|
||
|
maxDist *= 2.;
|
||
|
|
||
|
for( i = 0; i < 4; i++ )
|
||
|
distances[i] = pow((maxDist - distances[i]) / maxDist, strength[i]);
|
||
|
|
||
|
vec4 weights;
|
||
|
|
||
|
if(blend == 0) weights = distances / (distances[0] + distances[1] + distances[2] + distances[3]);
|
||
|
else if(blend == 1) weights = normalize(distances);
|
||
|
|
||
|
vec3 clr = color[0] * weights[0] +
|
||
|
color[1] * weights[1] +
|
||
|
color[2] * weights[2] +
|
||
|
color[3] * weights[3];
|
||
|
|
||
|
gl_FragColor = vec4(clr, 1.);
|
||
|
}
|
||
|
|