fteqw/engine/shaders/glsl/itemtimer.glsl

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!!permu FOG
#include "sys/defs.h"
#include "sys/fog.h"
varying vec2 tc;
varying vec4 vc;
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord;
vc = v_colour;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
gl_FragColor = vec4(0.5,0.5,0.5,1);//texture2D(s_diffuse, tc.xy);
vec2 st = (tc-floor(tc)) - 0.5;
st *= 2.0;
float dist = sqrt(dot(st,st));
float ring = 1.0 + smoothstep(0.9, 1.0, dist)
- smoothstep(0.8, 0.9, dist);
//fade out the rim
if ((atan(st.t, st.s)+3.14)/6.28 > vc.a)
gl_FragColor.a *= 0.25;
gl_FragColor.rgb *= mix(vc.rgb, vec3(0.0), ring);
//gl_FragColor.a;
//and finally hide it all if we're fogged.
#ifdef FOG
gl_FragColor = fog4additive(gl_FragColor);
#endif
}
#endif