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-
- [vert.glsl]
- #version 120
-
- attribute vec3 in_Position;
- attribute vec4 in_Color;
- attribute vec4 in_TexCoord;
-
- uniform mat4 in_model_view;
- uniform mat3 in_normal_mat;
- uniform mat4 in_proj;
- uniform float in_sprite_orientation;
-
- varying vec4 pass_texcoord;
- varying vec4 pass_color;
-
- void main(void)
- {
- vec4 vertex = in_model_view * vec4(in_Position - vec3(0.0,0.5,0.0), 1.0);
-
- vec3 v_offset = vec3(1.0 * in_TexCoord.z, -1.0 * in_TexCoord.w, 0.0);
-
- float sinX = sin(in_sprite_orientation);
- float cosX = cos(in_sprite_orientation);
- float sinY = sinX;
- mat2 rotationMatrix = mat2(cosX, -sinX, sinY, cosX);
-
- v_offset.xy = rotationMatrix * v_offset.xy;
-
- //Billboard calculations
- vertex.xyz += v_offset;
-
- //pass datas
- pass_texcoord = in_TexCoord;
- pass_color = in_Color;
-
- gl_Position = in_proj * vertex;
- }
-
- [frag.glsl]
- #version 120
-
- #if defined GL_ES
- precision highp float;
- #endif
-
- uniform sampler2D in_texture;
- uniform float in_sprite_flip;
-
- varying vec4 pass_texcoord;
- varying vec4 pass_color;
-
- const float cos_45 = 0.70710678118;
- const float PI = 3.14159265358979323846264;
-
- vec3 rgb2hsv(vec3 c)
- {
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
- vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
-
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- vec3 hsv2rgb(vec3 c)
- {
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
- }
-
- void main(void)
- {
- vec2 texcoord = pass_texcoord.xy - vec2(pass_texcoord.z * in_sprite_flip, 0.0);
- vec4 color = texture2D(in_texture, texcoord) * pass_color;
-
- //need 130 : ivec2 tex_size = textureSize(in_texture, 0);
- int sample_nb = 2;
- if (color.a < 0.9)
- {
- for (int x = -sample_nb; x <= sample_nb; x++)
- {
- for (int y = -sample_nb; y <= sample_nb; y++)
- {
- if (x != 0 && y != 0)
- {
- vec2 new_tc = clamp(texcoord + (vec2(x, y) / 1024.0), vec2(0.0), vec2(1.0));
- vec4 new_col = texture2D(in_texture, new_tc);
- //need 130 : vec4 new_col = texelFetch(in_texture, ivec2(tex_size * texcoord) + ivec2(x, y), 0);
- if (new_col.a > 0.9)
- {
- color = vec4(0.0, 0.0, 0.0, 1.0);
- x = sample_nb + 1;
- y = sample_nb + 1;
- }
- }
- }
- }
- }
- if (color.a < 0.01)
- discard;
- vec3 hsv = rgb2hsv(color.rgb);
- hsv.x = fract(hsv.x + rgb2hsv(pass_color.rgb).x);
- gl_FragColor = vec4(hsv2rgb(hsv), color.a);
- }
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