-- GLSL.Vert -- #version 120 attribute vec2 in_Position; varying vec2 pass_Position; void main() { pass_Position = in_Position; gl_Position = vec4(in_Position, 0.0, 1.0); } -- GLSL.Frag -- #version 120 #if defined GL_ES precision highp float; #endif uniform sampler2D in_Texture; uniform float in_Flag; uniform vec3 in_Point; uniform vec3 in_Color; varying vec2 pass_Position; void main(void) { if (in_Flag == 0.0) { float tc = 0.0, ta = 0.0; { float s = 3.0 + 2.0 * in_Point.z; vec2 p = pass_Position - in_Point.xy * 0.9; float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); float u = t * t * t * t; tc += 3.0 * t * t - 2.0 * t * t * t; ta += 3.0 * u * u - 2.0 * u * u * u; } gl_FragColor = vec4(tc * in_Color, ta + 0.1); } else { vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); } } -- HLSL.Vert -- 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); } -- HLSL.Frag -- 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) { if (in_Flag == 0.0) { float tc = 0.0, ta = 0.0; { float s = 3.0 + 2.0 * in_Point.z; float2 p = pass_Position - in_Point.xy * 0.9; float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); float u = t * t * t * t; tc += 3.0 * t * t - 2.0 * t * t * t; ta += 3.0 * u * u - 2.0 * u * u * u; } out_FragColor = float4(tc * in_Color, ta + 0.1); } else { float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); /* FIXME: this should be passed as a uniform or something */ texcoords += float2(0.5 / 800.0, 0.5 / 600.0); out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); } }