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

38 lines
1,006 B
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 bg, fg;
void main() {
vec4 _bc = texture2D(bg, v_vTexcoord);
vec4 _fc = texture2D(fg, v_vTexcoord);
// gl_FragColor = _fc; return;
gl_FragColor = _bc;
if(_fc.a == 0.) return;
gl_FragColor = _bc.a == 0.? v_vColour : vec4(0.);
}