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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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115 lines
2.1 KiB
C
115 lines
2.1 KiB
C
#pragma once
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static const char* things2D_vs = R"(
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in vec3 AttrPosition;
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in vec4 AttrColor;
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in vec2 AttrUV;
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out vec4 Color;
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out vec2 UV;
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uniform mat4 transformsettings;
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void main()
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{
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gl_Position = transformsettings * vec4(AttrPosition, 1.0f);
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Color = AttrColor;
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UV = AttrUV;
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}
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)";
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static const char* things2D_ps_sprite = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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// Render settings
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// w = transparency
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uniform vec4 rendersettings;
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uniform float desaturation;
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uniform sampler2D texture1;
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uniform vec4 texturefactor;
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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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void main()
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{
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// Take this pixel's color
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vec4 c = texture(texture1, UV);
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// Modulate it by selection color
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if (Color.a > 0.0)
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{
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vec3 cr = desaturate(c.rgb);
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FragColor = vec4((cr.r + Color.r) / 2.0f, (cr.g + Color.g) / 2.0f, (cr.b + Color.b) / 2.0f, c.a * rendersettings.w * 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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FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w);
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}
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FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* things2D_ps_thing = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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// Render settings
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// w = transparency
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uniform vec4 rendersettings;
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uniform float desaturation;
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uniform sampler2D texture1;
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uniform vec4 texturefactor;
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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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void main()
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{
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vec4 c = texture(texture1, UV);
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FragColor = vec4(desaturate(c.rgb), c.a * rendersettings.w) * Color;
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FragColor *= texturefactor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* things2D_ps_fill = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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uniform vec4 fillColor;
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void main()
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{
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FragColor = fillColor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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