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

39 lines
1.1 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 float btop;
uniform float bbot;
void main() {
vec2 pos = v_vTexcoord.x > 0.5? vec2(v_vTexcoord.x - 0.5, v_vTexcoord.y) : vec2(0.5 - v_vTexcoord.x, v_vTexcoord.y);
float _t = (1. - pos.y);
float _x = 3. * (btop * _t * (1. - _t) * (1. - _t) + bbot * _t * _t * (1. - _t));
gl_FragColor = pos.x < _x? v_vColour : vec4(0.);
}