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

51 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_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D original;
uniform int side;
uniform int alpha;
uniform int invert;
uniform float max_distance;
void main() {
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
float aa = alpha == 1? texture2D( original, v_vTexcoord ).a : 1.;
if(col.xy == vec2(0.)) {
gl_FragColor = vec4(vec3(0.), aa);
return;
}
float dist = (max_distance - distance(col.xy, v_vTexcoord)) / max_distance;
if(invert == 1) dist = 1. - dist;
if((side == 0 && col.z == 0.) || (side == 1 && col.z == 1.)) {
gl_FragColor = vec4(vec3(col.z), aa);
return;
}
gl_FragColor = vec4(vec3(dist), aa);
}