//Copyright 2010 JogAmp Community. All rights reserved. // // 2-pass shader w/o weight // #include uniforms.glsl #include varyings.glsl const vec4 tex_weights = vec4(0.075, 0.06, 0.045, 0.025); void main (void) { vec2 rtex = vec2(abs(gcv_TexCoord.x),abs(gcv_TexCoord.y)); vec3 c = gcu_ColorStatic.rgb; float alpha = 0.0; float enable = 1.0; if((gcv_TexCoord.x == 0.0) && (gcv_TexCoord.y == 0.0)) { alpha = gcu_Alpha; } else if((gcv_TexCoord.x >= 5.0)) { vec2 dfx = dFdx(gcv_TexCoord); vec2 dfy = dFdy(gcv_TexCoord); vec2 size = 1.0/gcu_TextureSize; rtex -= 5.0; vec4 t = texture2D(gcu_TextureUnit, rtex)* 0.18; t += texture2D(gcu_TextureUnit, rtex + size*(vec2(1, 0)))*tex_weights.x; t += texture2D(gcu_TextureUnit, rtex - size*(vec2(1, 0)))*tex_weights.x; t += texture2D(gcu_TextureUnit, rtex + size*(vec2(0, 1)))*tex_weights.x; t += texture2D(gcu_TextureUnit, rtex - size*(vec2(0, 1)))*tex_weights.x; t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(1, 0)))*tex_weights.y; t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(1, 0)))*tex_weights.y; t += texture2D(gcu_TextureUnit, rtex + 2.0*size*(vec2(0, 1)))*tex_weights.y; t += texture2D(gcu_TextureUnit, rtex - 2.0*size*(vec2(0, 1)))*tex_weights.y; t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(1, 0)))*tex_weights.z; t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(1, 0)))*tex_weights.z; t += texture2D(gcu_TextureUnit, rtex + 3.0*size*(vec2(0, 1)))*tex_weights.z; t += texture2D(gcu_TextureUnit, rtex - 3.0*size*(vec2(0, 1)))*tex_weights.z; t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(1, 0)))*tex_weights.w; t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(1, 0)))*tex_weights.w; t += texture2D(gcu_TextureUnit, rtex + 4.0*size*(vec2(0, 1)))*tex_weights.w; t += texture2D(gcu_TextureUnit, rtex - 4.0*size*(vec2(0, 1)))*tex_weights.w; /** discard freezes NV tegra2 compiler if(t.w == 0.0){ discard; } */ c = t.xyz; alpha = gcu_Alpha * t.w; } else if ((gcv_TexCoord.x > 0.0) && (rtex.y > 0.0 || rtex.x == 1.0)) { rtex.y -= 0.1; if(rtex.y < 0.0 && gcv_TexCoord.y < 0.0) { // discard; // freezes NV tegra2 compiler alpha = 0.0; } else { rtex.y = max(rtex.y, 0.0); vec2 dtx = dFdx(rtex); vec2 dty = dFdy(rtex); vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x)); float position = rtex.y - (rtex.x * (1.0 - rtex.x)); // FIXME: will we ever set gcu_Alpha != 1.0 ? If not, a==alpha! float a = clamp(0.5 - ( position/length(f) ) * sign(gcv_TexCoord.y), 0.0, 1.0); alpha = gcu_Alpha * a; } } gl_FragColor = vec4(c, alpha); }