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

46 lines
1.2 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 drawSurface;
uniform int indexes[1024];
uniform int indexSize;
void main() {
int ss = int(texture2D( gm_BaseTexture, v_vTexcoord )[0] - 1.);
float dd = texture2D( drawSurface, v_vTexcoord )[0];
vec4 res = vec4(0.);
for(int i = 0; i < indexSize; i++) {
if(indexes[i] == -1) continue;
if(ss == indexes[i])
res[0] = .5;
}
res[0] = max(res[0], dd);
gl_FragColor = res;
}