GLES2: Fixes, clarifications to shaders
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@@ -5,7 +5,7 @@ const highp float PI = 3.14159265;
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uniform highp float progress;
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void fragment() {
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highp vec4 col = texture2D(TEXTURE, UV);
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highp vec4 col = zTexture(UV);
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highp vec2 center = vec2(0.5,0.5);
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highp vec2 delta = UV.xy - center;
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@@ -6,8 +6,8 @@ void fragment() {
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highp float remaining = -pow(percentComplete, fadeFalloffExp) + 1.0;
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// Two ghost textures that spin around the character
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highp vec4 tex1 = texture2D(TEXTURE, vec2(UV.x + (0.02) * sin(TIME * 3.0), UV.y + (0.02) * cos(TIME * 3.0)));
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highp vec4 tex2 = texture2D(TEXTURE, vec2(UV.x + (0.01) * sin(TIME * 2.0), UV.y + (0.01) * cos(TIME * 2.0)));
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highp vec4 tex1 = zTexture(vec2(UV.x + (0.02) * sin(TIME * 3.0), UV.y + (0.02) * cos(TIME * 3.0)));
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highp vec4 tex2 = zTexture(vec2(UV.x + (0.01) * sin(TIME * 2.0), UV.y + (0.01) * cos(TIME * 2.0)));
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highp vec4 textureMix = mix(tex1, tex2, 0.5);
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@@ -35,12 +35,13 @@ uniform highp float outline_width; // = 2.0;
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uniform highp vec4 outline_color; // =vec4(1.0,0.0,0.0,0.33);
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void fragment() {
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highp vec4 col = texture2D(TEXTURE, UV);
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highp vec4 col = zTexture(UV);
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highp vec2 ps = TEXTURE_PIXEL_SIZE;
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highp float a;
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highp float maxa = col.a;
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highp float mina = col.a;
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// note: these bypass zTexture because only alpha is queried.
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a = texture2D(TEXTURE, UV + vec2(0.0, -outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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@@ -1,4 +1,5 @@
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void fragment() {
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// Bypasses zTexture because only alpha is queried.
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if (texture2D(TEXTURE, UV).a == 0.0) {
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discard; // Discard if no alpha so that there's a hole in the stencil buffer.
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}
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