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path: root/shaders/tesseract/9.shader_test
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[require]
GLSL >= 1.10

[vertex shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
attribute vec4 vvertex, vcolor;
attribute vec2 vtexcoord0;
uniform mat4 hudmatrix;
varying vec2 texcoord0;
varying vec4 colorscale;
void main(void) {
    gl_Position = hudmatrix * vvertex;
    texcoord0 = vtexcoord0;
    colorscale = vcolor;
}

[fragment shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
#define fragdata(loc, name, type)
#define fragcolor gl_FragData[0]
uniform sampler2D tex0;
uniform vec4 textparams;
varying vec2 texcoord0;
varying vec4 colorscale;
fragdata(0, fragcolor, vec4)
void main(void) {
    float dist = texture2D(tex0, texcoord0).r;
    float border = smoothstep(textparams.x, textparams.y, dist);
    float outline = smoothstep(textparams.z, textparams.w, dist);
    fragcolor = vec4(colorscale.rgb * outline, colorscale.a * border);
}