//Copyright 2010 JogAmp Community. All rights reserved. // // 1-pass shader w/ weight // #include uniforms.glsl #include varyings.glsl 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 > 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); 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 - 2.0*rtex.x))/gd), (dty.y - (w*dty.x*(1.0 - 2.0*rtex.x))/gd)); // 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); }