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// if( gcv_TexCoord.x == 10.0 && gcv_TexCoord.y == 10.0 ) {
if( gcv_TexCoord.z > 0.0 ) {
// pass-1: AA Lines
#if 1
// float dist = sqrt( gcv_TexCoord.x*gcv_TexCoord.x + gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
float dist = sqrt( gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
// float a = 1.0 - smoothstep (gcv_TexCoord.y-gcv_TexCoord.z, gcv_TexCoord.y, dist);
float r = gcv_TexCoord.x/3.0;
float wa = gcv_TexCoord.x+r;
float waHalf = wa/2.0;
float a = 1.0 - smoothstep (waHalf-2.0*r, waHalf, dist);
color = vec3(0, 0, 1.0); // gcu_ColorStatic.rgb;
alpha = a;
#else
color = vec3(0, 0, 1.0);
alpha = 1.0;
#endif
} else
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