53 lines
1.0 KiB
Plaintext
53 lines
1.0 KiB
Plaintext
// __multiversion__
|
|
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
|
|
|
|
// To use centroid sampling we need to have version 300 es shaders, which requires changing:
|
|
// attribute to in
|
|
// varying to out when in vertex shaders or in when in fragment shaders
|
|
// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
|
|
// texture2D to texture
|
|
#if __VERSION__ >= 300
|
|
|
|
// version 300 code
|
|
|
|
#ifdef MSAA_FRAMEBUFFER_ENABLED
|
|
#define _centroid centroid
|
|
#else
|
|
#define _centroid
|
|
#endif
|
|
|
|
_centroid in vec2 uv;
|
|
_centroid in vec2 uv1;
|
|
|
|
#define varying in
|
|
#define texture2D texture
|
|
out vec4 FragColor;
|
|
#define gl_FragColor FragColor
|
|
|
|
#else
|
|
|
|
// version 100 code
|
|
varying vec2 uv;
|
|
varying vec2 uv1;
|
|
|
|
#endif
|
|
|
|
uniform sampler2D TEXTURE_0;
|
|
uniform vec4 CURRENT_COLOR;
|
|
|
|
void main()
|
|
{
|
|
vec4 color = texture2D( TEXTURE_0, uv );
|
|
vec4 color1 = texture2D( TEXTURE_0, uv1 );
|
|
|
|
if (color.a < 0.01)
|
|
{
|
|
color = color1;
|
|
}
|
|
else if (color.b > 0.01) {
|
|
color = mix(color, color1, CURRENT_COLOR.a);
|
|
}
|
|
|
|
gl_FragColor = color;
|
|
}
|