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

37 lines
1 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 int replace;
uniform vec4 color;
float bright(in vec4 col) {
return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a;
}
void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
if(replace == 0) gl_FragColor = vec4(col.rgb, bright(col));
else gl_FragColor = vec4(color.rgb, bright(col) * color.a);
}