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

42 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_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D replace;
uniform vec2 replace_dim;
uniform sampler2D findRes;
uniform float index;
void main() {
vec4 res = texture2D( findRes, v_vTexcoord );
if(res.a == 1. && abs(res.b - index) < 0.01) {
gl_FragData[0] = texture2D( replace, res.rg );
gl_FragData[1] = vec4(1.);
}
}