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

53 lines
1.5 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 sampler2D histogram;
uniform vec2 dimension;
uniform int iAxis, oAxis;
uniform float position;
uniform int aa;
uniform int mode;
void main() {
vec2 tx = 1. / dimension;
vec2 sm = iAxis == 0? vec2(v_vTexcoord.x, position) : vec2(position, v_vTexcoord.y);
vec4 cc = texture2D( gm_BaseTexture, sm );
float br = 1. - dot(cc.rgb, vec3(0.2126, 0.7152, 0.0722)) * cc.a;
float bw = iAxis == 0? v_vTexcoord.y : 1. - v_vTexcoord.x;
float fa = iAxis == 0? tx.x : tx.y;
float res = aa == 0? step(br, bw) : smoothstep(br - fa, br + fa, bw);
if(mode == 0) {
gl_FragColor = vec4(vec3(res), 1.);
} else if(mode == 1) {
gl_FragColor = vec4(0.);
if(res > 0.) gl_FragColor = vec4(cc.rgb, cc.a * res);
}
}