//#version 100 uniform float p1y; uniform float g_alpha; uniform vec3 g_color; uniform float a_strength; varying vec2 v_texCoord; vec3 b_color = vec3(0.0, 0.0, 0.0); uniform sampler2D texture; vec4 weights = vec4(0.075, 0.06, 0.045, 0.025); void main (void) { vec2 rtex = vec2(abs(v_texCoord.x),abs(v_texCoord.y)); vec3 c = g_color; float alpha = 0.0; if((v_texCoord.x == 0.0) && (v_texCoord.y == 0.0)){ alpha = g_alpha; } else if((v_texCoord.x >= 5.0)){ vec2 dfx = dFdx(v_texCoord); vec2 dfy = dFdy(v_texCoord); vec2 size = 1.0/textureSize(texture,0); //version 130 rtex -= 5.0; vec4 t = texture2D(texture, rtex)* 0.18; t += texture2D(texture, rtex + size*(vec2(1, 0)))*weights.x; t += texture2D(texture, rtex - size*(vec2(1, 0)))*weights.x; t += texture2D(texture, rtex + size*(vec2(0, 1)))*weights.x; t += texture2D(texture, rtex - size*(vec2(0, 1)))*weights.x; t += texture2D(texture, rtex + 2.0*size*(vec2(1, 0))) *weights.y; t += texture2D(texture, rtex - 2.0*size*(vec2(1, 0)))*weights.y; t += texture2D(texture, rtex + 2.0*size*(vec2(0, 1)))*weights.y; t += texture2D(texture, rtex - 2.0*size*(vec2(0, 1)))*weights.y; t += texture2D(texture, rtex + 3.0*size*(vec2(1, 0))) *weights.z; t += texture2D(texture, rtex - 3.0*size*(vec2(1, 0)))*weights.z; t += texture2D(texture, rtex + 3.0*size*(vec2(0, 1)))*weights.z; t += texture2D(texture, rtex - 3.0*size*(vec2(0, 1)))*weights.z; t += texture2D(texture, rtex + 4.0*size*(vec2(1, 0))) *weights.w; t += texture2D(texture, rtex - 4.0*size*(vec2(1, 0)))*weights.w; t += texture2D(texture, rtex + 4.0*size*(vec2(0, 1)))*weights.w; t += texture2D(texture, rtex - 4.0*size*(vec2(0, 1)))*weights.w; if(t.w == 0.0){ discard; } c = t.xyz; alpha = g_alpha* t.w; } /////////////////////////////////////////////////////////// else if ((v_texCoord.x > 0.0) && (rtex.y > 0.0 || rtex.x == 1.0)){ vec2 dtx = dFdx(rtex); vec2 dty = dFdy(rtex); rtex.y -= 0.1; if(rtex.y < 0.0) { if(v_texCoord.y < 0.0) discard; else{ rtex.y = 0.0; } } vec2 f = vec2((dtx.y - 2.0*p1y*dtx.x + 4.0*p1y*rtex.x*dtx.x), (dty.y - 2.0*p1y*dty.x + 4.0*p1y*rtex.x*dty.x)); float position = rtex.y - ((2.0 * rtex.x * p1y) * (1.0 - rtex.x)); float d = position/(length(f)); float a = (0.5 - d * sign(v_texCoord.y)); if (a >= 1.0) { alpha = g_alpha; // c = vec3(1.0,1.0,1.0); } else if (a <= 0.0) { alpha = 0.0;//discard; // c = vec3(0.0,0.0,0.0); } else { alpha = g_alpha*a; // c = vec3(a,a,a); mix(b_color,g_color, a); } } gl_FragColor = vec4(c, alpha); }