Pixel-Composer/build/Windows/0/cache/sh_2d_light.shader

45 lines
1.2 KiB
GLSL

//
// 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_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec4 color;
uniform float intensity;
uniform float band;
uniform int atten;
uniform float exponent;
void main() {
vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord);
float bright = (samp.r + samp.b + samp.g) / 3.;
if(atten == 0) bright = pow(bright, exponent);
else if(atten == 1) bright = 1. - pow(1. - bright, exponent);
else if(atten == 2) bright = bright;
bright *= intensity;
if(band > 0.) bright = ceil(bright * band) / band;
gl_FragColor = vec4(color.rgb * bright, 1.);
}