74 lines
1.3 KiB
GLSL
74 lines
1.3 KiB
GLSL
!!ver 130
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!!permu FOG
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!!samps 1
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!!cvardf gl_mono=0
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!!cvardf gl_kdither=0
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#include "sys/fog.h"
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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varying vec2 tc;
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varying vec4 vc;
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void main ()
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{
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tc = v_texcoord;
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vc = v_colour;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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varying vec2 tc;
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varying vec4 vc;
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uniform vec4 e_colourident;
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uniform vec4 e_vlscale;
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vec4 kernel_dither(sampler2D targ, vec2 texc)
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{
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int x = int(mod(gl_FragCoord.x, 2.0));
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int y = int(mod(gl_FragCoord.y, 2.0));
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int index = x + y * 2;
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vec2 coord_ofs;
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vec2 size;
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size.x = 1.0 / textureSize(targ, 0).x;
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size.y = 1.0 / textureSize(targ, 0).y;
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if (index == 0)
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coord_ofs = vec2(0.25, 0.0);
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else if (index == 1)
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coord_ofs = vec2(0.50, 0.75);
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else if (index == 2)
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coord_ofs = vec2(0.75, 0.50);
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else if (index == 3)
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coord_ofs = vec2(0.00, 0.25);
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return texture2D(targ, texc + coord_ofs * size);
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}
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void main ()
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{
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vec4 col;
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#if gl_kdither==1
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col = texture2D(s_t0, tc);
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#else
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col = texture2D(s_t0, tc);
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#endif
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#ifdef MASK
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if (col.a < float(MASK))
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discard;
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#endif
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col = fog4blend(col * vc * e_colourident * e_vlscale);
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#if gl_mono==1
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float bw = (col.r + col.g + col.b) / 3.0;
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col.rgb = vec3(bw, bw, bw) * 1.5;
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#endif
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gl_FragColor = col;
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}
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#endif
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