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//Copyright 2010 JogAmp Community. All rights reserved.
//
// 1-pass shader w/o weight
//
#if __VERSION__ >= 130
#define varying in
out vec4 mgl_FragColor;
#else
#define mgl_FragColor gl_FragColor
#endif
#include uniforms.glsl
#include varyings.glsl
void main (void)
{
// CDTriangulator2D.extractBoundaryTriangles(..):
// 0 > gcv_TexCoord.y : hole or holeLike
// 0 < gcv_TexCoord.y : !hole (outer)
//
// 0 == gcv_TexCoord.x : vertex-0 of triangle
// 0.5 == gcv_TexCoord.x : vertex-1 of triangle
// 1 == gcv_TexCoord.x : vertex-2 of triangle
//
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);
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));
float a = clamp(0.5 - ( position/length(f) ) * sign(gcv_TexCoord.y), 0.0, 1.0);
alpha = gcu_Alpha * a;
}
}
mgl_FragColor = vec4(c, alpha);
}
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