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//#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);
}
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