61 lines
1.2 KiB
GLSL
61 lines
1.2 KiB
GLSL
/**
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* QUIK: User Interface Kit
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* Copyright (C) 2023 Halit Utku Maden, et al.
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*/
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#version 130
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in vec2 fv2TexPos;
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in vec4 fv4Color;
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in float ffTexLayer;
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out vec4 fragColor;
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uniform int iEnableSdf;
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uniform int iEnableTexture;
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uniform int iAlphaDiscard;
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uniform float fSdfThreshold = 0.5;
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uniform sampler2D tx2d;
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const float fAlphaThreshold = 0.01;
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vec4 getTexture()
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{
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if (iEnableTexture == 3)
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{
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// return texture(tx2dArray, vec3(fv2TexPos, ffTexLayer));
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}
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else if (iEnableSdf == 1)
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{
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vec2 texelSz = 1.0/vec2(textureSize(tx2d, 0));
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vec2 txCoord2 = fv2TexPos + texelSz * (1 - mod(fv2TexPos, texelSz));
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return texture(tx2d, txCoord2);
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}
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else
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{
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return texture(tx2d, fv2TexPos);
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}
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}
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void main(void)
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{
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vec4 albedo = fv4Color;
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if (iEnableTexture != 0)
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{
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vec4 value = getTexture();
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if (iEnableSdf != 0)
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{
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value = vec4(vec3(1.0), smoothstep(fSdfThreshold-0.1, fSdfThreshold+0.1, value.r));
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}
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if (iAlphaDiscard != 0 && value.a <= fAlphaThreshold)
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{
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discard;
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}
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albedo = albedo * value;
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}
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fragColor = albedo;
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} |