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source: data/branches/Shader_HS18/programs/Example/GLSLES/TilingFP.glsles @ 12091

Last change on this file since 12091 was 12091, checked in by wiesep, 6 years ago

Updated programs and adjusted Material to work with GLSL>150

File size: 944 bytes
RevLine 
[12091]1#version 100
2
3precision mediump int;
4precision mediump float;
5
6uniform sampler2D RT;
7uniform float NumTiles;
8uniform float Threshold;
9varying vec2 uv0;
10
11void main()
12{
13        vec3 EdgeColor = vec3(0.7, 0.7, 0.7);
14
15    float size = 1.0/NumTiles;
16    vec2 Pbase = uv0 - mod(uv0, vec2(size));
17    vec2 PCenter = vec2(Pbase + (size/2.0));
18    vec2 st = (uv0 - Pbase)/size;
19    vec4 c1 = vec4(0.0);
20    vec4 c2 = vec4(0.0);
21    vec4 invOff = vec4((1.0-EdgeColor),1.0);
22    if (st.x > st.y) { c1 = invOff; }
23    float threshholdB =  1.0 - Threshold;
24    if (st.x > threshholdB) { c2 = c1; }
25    if (st.y > threshholdB) { c2 = c1; }
26    vec4 cBottom = c2;
27    c1 = vec4(0.0);
28    c2 = vec4(0.0);
29    if (st.x > st.y) { c1 = invOff; }
30    if (st.x < Threshold) { c2 = c1; }
31    if (st.y < Threshold) { c2 = c1; }
32    vec4 cTop = c2;
33    vec4 tileColor = vec4(texture2D(RT, PCenter));
34    vec4 result = tileColor + cTop - cBottom;
35    gl_FragColor = result;
36}
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