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18 lines
436 B
GLSL
18 lines
436 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float btop;
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uniform float bbot;
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void main() {
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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);
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float _t = (1. - pos.y);
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float _x = 3. * (btop * _t * (1. - _t) * (1. - _t) + bbot * _t * _t * (1. - _t));
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gl_FragColor = pos.x < _x? v_vColour : vec4(0.);
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}
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