//----------------------------------------------------------------------------- //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); }