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- //-----------------------------------------------------------------------------
- //GLSL
- //-----------------------------------------------------------------------------
- [vert.glsl]
-
- #version 120
-
- attribute vec2 in_Position;
-
- uniform vec2 in_screen_res;
-
- varying vec2 pass_position;
-
- void main()
- {
- pass_position = ((vec2(1.0) + in_Position) * 0.5 * in_screen_res);
- gl_Position = vec4(in_Position, 0.0, 1.0);
- }
-
- [frag.glsl]
-
- #version 120
-
- #if defined GL_ES
- precision highp float;
- #endif
-
- uniform sampler2D in_texture;
- uniform vec3 in_source_point;
- uniform vec2 in_screen_res;
-
- varying vec2 pass_position;
-
- void main(void)
- {
- if (floor(in_source_point.xy) == floor(pass_position))
- gl_FragColor = vec4(in_source_point.xy / in_screen_res, in_source_point.z, 1.0);
- else
- {
- vec4 src_color = texture2D(in_texture, pass_position / in_screen_res);
- gl_FragColor = src_color;//vec4(0.0, 0.0, 0.0, 1.0);
- }
- //vec4(pass_position / in_screen_res, 0.0, 1.0);
- }
-
- //-----------------------------------------------------------------------------
- //HLSL
- //-----------------------------------------------------------------------------
- [vert.hlsl]
-
- void main(float2 in_Position : POSITION,
- out float2 pass_Position : TEXCOORD0,
- out float4 out_Position : POSITION)
- {
- pass_Position = in_Position;
- out_Position = float4(in_Position, 0.0, 1.0);
- }
-
- [frag.hlsl]
-
- void main(in float2 pass_Position : TEXCOORD0,
- uniform sampler2D in_Texture,
- uniform float in_Flag,
- uniform float3 in_Point,
- uniform float3 in_Color,
- out float4 out_FragColor : COLOR)
- {
- out_FragColor = float4(0.0);
- }
-
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