/* * This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm) * Copyright (c) 2019 Gabriel Cuvillier. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "glsl_shaders.h" const char * const zfillClipShaderFP = R"( #version 100 precision mediump float; // In varying vec2 var_TexDiffuse; varying vec2 var_TexClip; // Uniforms uniform sampler2D u_fragmentMap0; uniform sampler2D u_fragmentMap1; uniform lowp float u_alphaTest; uniform lowp vec4 u_glColor; // Out // gl_FragCoord void main(void) { if (u_alphaTest > (texture2D(u_fragmentMap0, var_TexDiffuse).a * texture2D(u_fragmentMap1, var_TexClip).a) ) { discard; } gl_FragColor = u_glColor; } )";