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

52 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 vec2 dimension;
uniform vec2 com;
void main() {
vec2 posPx = v_vTexcoord * dimension;
vec2 lookAt = normalize(posPx - com) / dimension;
float dist = dimension.x + dimension.y;
vec4 sam = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = vec4(sam.a);
for(float i = 1.; i <= dist; i++) {
vec2 pos = v_vTexcoord + lookAt * i;
if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.)
continue;
vec4 sam = texture2D( gm_BaseTexture, pos );
if(sam.a == 1.) { //inner pixel
gl_FragColor = vec4(0.);
break;
}
}
}