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//Copyright 2010 JogAmp Community. All rights reserved.
//
// 2-pass shader w/o weight
//
#include uniforms.glsl
#include varyings.glsl
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;
float enable = 1.0;
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/gcu_TextureSize;
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;
/** discard freezes NV tegra2 compiler
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 && 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));
// 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);
}
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