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