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https://github.com/Ttanasart-pt/Pixel-Composer.git
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39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float btop;
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uniform float bbot;
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void main() {
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vec2 pos = v_vTexcoord.x > 0.5? vec2(v_vTexcoord.x - 0.5, v_vTexcoord.y) : vec2(0.5 - v_vTexcoord.x, v_vTexcoord.y);
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float _t = (1. - pos.y);
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float _x = 3. * (btop * _t * (1. - _t) * (1. - _t) + bbot * _t * _t * (1. - _t));
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gl_FragColor = pos.x < _x? v_vColour : vec4(0.);
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}
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