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

49 lines
1.2 KiB
GLSL

attribute vec3 in_Position; // (x,y,z)
attribute vec4 in_Colour; // (r,g,b,a)
varying vec4 v_vColour;
varying vec2 v_vPosition;
uniform vec2 flipPos;
uniform vec2 flipSize;
void main() {
vec4 object_space_pos = vec4( in_Position, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vPosition = (in_Position.xy - flipPos) / flipSize;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec4 v_vColour;
varying vec2 v_vPosition;
uniform sampler2D texture;
uniform sampler2D textureBack;
uniform vec2 dimension;
uniform vec2 fr_flipPos;
uniform vec2 fr_flipSize;
uniform int hasBack;
uniform int axis;
uniform int flip;
void main() {
vec2 flSiz = fr_flipSize / dimension;
vec2 flPos = fr_flipPos / dimension;
vec2 pos = v_vPosition;
if(flip == 1) {
if(axis == 0) pos.y = 1. - pos.y;
if(axis == 1) pos.x = 1. - pos.x;
}
vec2 coord = flPos + pos * flSiz;
vec4 col;
if(hasBack == 1 && flip == 1) col = texture2D( textureBack, coord );
else col = texture2D( texture, coord );
gl_FragColor = col;
}