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Diffstat (limited to 'src/demos/dualDepthPeeling/shader/shade.fp')
-rw-r--r-- | src/demos/dualDepthPeeling/shader/shade.fp | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/src/demos/dualDepthPeeling/shader/shade.fp b/src/demos/dualDepthPeeling/shader/shade.fp new file mode 100644 index 0000000..94f8dcc --- /dev/null +++ b/src/demos/dualDepthPeeling/shader/shade.fp @@ -0,0 +1,40 @@ +//-------------------------------------------------------------------------------------- +// Order Independent Transparency Fragment Shader +// +// Author: Louis Bavoil +// Email: [email protected] +// +// Copyright (c) NVIDIA Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + +uniform float Alpha; + +#define COLOR_FREQ 30.0 +#define ALPHA_FREQ 30.0 + +#if 1 +vec4 ShadeFragment() +{ + float xWorldPos = gl_TexCoord[0].x; + float yWorldPos = gl_TexCoord[0].y; + float diffuse = gl_TexCoord[0].z; + + vec4 color; + float i = floor(xWorldPos * COLOR_FREQ); + float j = floor(yWorldPos * ALPHA_FREQ); + color.rgb = (fmod(i, 2.0) == 0) ? vec3(.4,.85,.0) : vec3(1.0); + //color.a = (fmod(j, 2.0) == 0) ? Alpha : 0.2; + color.a = Alpha; + + color.rgb *= diffuse; + return color; +} +#else +vec4 ShadeFragment() +{ + vec4 color; + color.rgb = vec3(.4,.85,.0); + color.a = Alpha; + return color; +} +#endif |