//Copyright 2010 JogAmp Community. All rights reserved. /** #ifdef GL_ES #version 100 #else #version 110 #endif */ #include uniforms.glsl #include varyings.glsl const vec3 b_color = vec3(0.0, 0.0, 0.0); 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; 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/textureSize(gcu_TextureUnit,0); //version 130 - FIXME: replace with uniform value 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; 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) { if(gcv_TexCoord.y < 0.0) discard; else{ rtex.y = 0.0; } } vec2 dtx = dFdx(rtex); vec2 dty = dFdy(rtex); float w = gcu_Weight; float pd = ((2.0 - (2.0*w))*rtex.x*rtex.x) + 2.0*(w-1.0)*rtex.x + 1.0; float position = rtex.y - ((w*rtex.x*(1.0 - rtex.x))/pd); float aph = 2.0 - 2.0*w; float gd = (aph*rtex.x*rtex.x + 2.0*rtex.x + 1.0)*(aph*rtex.x*rtex.x + 2.0*rtex.x + 1.0); vec2 f = vec2((dtx.y - (w*dtx.x*(1.0 - 2*rtex.x))/gd), (dty.y - (w*dty.x*(1.0 - 2*rtex.x))/gd)); float d = position/(length(f)); float a = (0.5 - d * sign(gcv_TexCoord.y)); if (a >= 1.0){ alpha = gcu_Alpha; } else if (a <= 0.0) { discard; } else { alpha = gcu_Alpha*a; } } gl_FragColor = vec4(c, alpha); }