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

72 lines
1.7 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 map;
uniform vec2 mapDimension;
uniform int useMap;
uniform vec2 dimension;
uniform float ditherSize;
uniform float dither[64];
uniform float seed;
float random (in vec2 st, float seed) { return fract(sin(dot(st.xy, vec2(1892.9898, 78.23453))) * (seed + 437.54123)); }
void main() {
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
if(c.a == 1.) {
gl_FragColor = c;
return;
}
vec2 pos = floor(v_vTexcoord * dimension);
float val;
if(useMap == 0) {
float col = mod(pos.x, ditherSize);
float row = mod(pos.y, ditherSize);
val = dither[int(row * ditherSize + col)] / (ditherSize * ditherSize - 1.);
} else if(useMap == 1) {
float col = mod(pos.x, mapDimension.x);
float row = mod(pos.y, mapDimension.y);
vec4 map_data = texture2D( map, vec2(col, row) / mapDimension );
val = dot(map_data.rgb, vec3(0.2126, 0.7152, 0.0722));
} else if(useMap == 2) {
val = random(v_vTexcoord, seed);
}
c.a = c.a > val? 1. : 0.;
gl_FragColor = c;
}