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

51 lines
1.3 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 fore;
uniform vec2 dimension;
uniform vec2 fdimension;
uniform vec2 position;
void main() {
vec2 px = v_vTexcoord * dimension;
vec2 fpx = px - position;
vec2 ftx = fpx / fdimension;
vec4 _cBg = texture2D( gm_BaseTexture, v_vTexcoord );
if(ftx.x < 0. || ftx.y < 0. || ftx.x > 1. || ftx.y > 1.) {
gl_FragColor = _cBg;
return;
}
vec4 _cFg = texture2D( fore, ftx );
float al = _cFg.a + _cBg.a * (1. - _cFg.a);
vec4 res = (_cFg * _cFg.a) + (_cBg * _cBg.a * (1. - _cFg.a));
res = vec4(res.rgb / al, al);
gl_FragColor = res;
}