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

58 lines
1.6 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 textureMap;
uniform vec2 dimension;
uniform vec2 oriPosition;
uniform vec2 oriScale;
uniform int side;
uniform int shadowInv;
uniform float shadow;
uniform float shadowThres;
void main() {
vec2 texPos = texture2D( textureMap, v_vTexcoord ).xy;
vec2 oriPos = v_vTexcoord - (oriPosition / dimension);
oriPos /= oriScale / dimension;
float shade;
if(side == 0) {
if(shadowInv == 0) shade = oriPos.y - shadowThres < texPos.y? shadow : 1.;
else shade = oriPos.y - shadowThres > texPos.y? shadow : 1.;
} else {
if(shadowInv == 0) shade = oriPos.x - shadowThres < texPos.x? shadow : 1.;
else shade = oriPos.x - shadowThres > texPos.x? shadow : 1.;
}
vec4 tex = texture2D( gm_BaseTexture, v_vTexcoord );
tex.rgb *= shade;
gl_FragColor = tex;
}