mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
58 lines
1.6 KiB
GLSL
58 lines
1.6 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform sampler2D textureMap;
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uniform vec2 dimension;
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uniform vec2 oriPosition;
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uniform vec2 oriScale;
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uniform int side;
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uniform int shadowInv;
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uniform float shadow;
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uniform float shadowThres;
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void main() {
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vec2 texPos = texture2D( textureMap, v_vTexcoord ).xy;
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vec2 oriPos = v_vTexcoord - (oriPosition / dimension);
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oriPos /= oriScale / dimension;
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float shade;
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if(side == 0) {
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if(shadowInv == 0) shade = oriPos.y - shadowThres < texPos.y? shadow : 1.;
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else shade = oriPos.y - shadowThres > texPos.y? shadow : 1.;
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} else {
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if(shadowInv == 0) shade = oriPos.x - shadowThres < texPos.x? shadow : 1.;
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else shade = oriPos.x - shadowThres > texPos.x? shadow : 1.;
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}
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vec4 tex = texture2D( gm_BaseTexture, v_vTexcoord );
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tex.rgb *= shade;
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gl_FragColor = tex;
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}
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