mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-15 14:41:14 +00:00
105 lines
No EOL
1.7 KiB
GLSL
Executable file
105 lines
No EOL
1.7 KiB
GLSL
Executable file
uniforms
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{
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mat4 projection;
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// Render settings
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// w = transparency
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vec4 rendersettings;
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float desaturation;
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sampler2D texture1;
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vec4 texturefactor;
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vec4 fillColor;
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}
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functions
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{
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vec3 desaturate(vec3 texel)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return mix(texel, vec3(gray), desaturation);
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}
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}
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shader things2d
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{
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in
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{
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vec3 Position;
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vec4 Color;
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vec2 TextureCoordinate;
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}
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v2f
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{
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vec4 Color;
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vec2 UV;
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}
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out
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{
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vec4 FragColor;
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}
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vertex
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{
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gl_Position = projection * vec4(in.Position, 1.0);
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v2f.Color = in.Color;
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v2f.UV = in.TextureCoordinate;
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}
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}
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shader things2d_fill extends things2d
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{
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fragment
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{
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out.FragColor = fillColor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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}
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}
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shader things2d_thing extends things2d
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{
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fragment
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{
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vec4 c = texture(texture1, v2f.UV);
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out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * v2f.Color;
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out.FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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}
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}
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shader things2d_sprite extends things2d
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{
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fragment
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{
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// Take this pixel's color
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vec4 c = texture(texture1, v2f.UV);
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// Modulate it by selection color
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if (v2f.Color.a > 0.0)
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{
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vec3 cr = desaturate(c.rgb);
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out.FragColor = vec4((cr.r + v2f.Color.r) / 2.0, (cr.g + v2f.Color.g) / 2.0, (cr.b + v2f.Color.b) / 2.0, c.a * rendersettings.w * v2f.Color.a);
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}
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else
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{
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// Or leave it as it is
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out.FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w);
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}
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out.FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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}
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} |