2011-11-30 21:42:41 +00:00
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//#version 420 // Keep it for editor detection
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2011-11-21 22:36:03 +00:00
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2013-07-11 17:08:42 +00:00
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in SHADER
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{
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vec4 p;
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vec2 t;
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} PSin;
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2013-05-27 16:53:38 +00:00
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#ifdef FRAGMENT_SHADER
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2011-11-21 22:36:03 +00:00
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2011-12-07 22:05:46 +00:00
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layout(location = 0) out vec4 SV_Target0;
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2011-11-21 22:36:03 +00:00
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2011-11-30 21:42:41 +00:00
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// TODO ensure that clip (discard) is < 0 and not <= 0 ???
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void ps_main0()
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2011-11-21 22:36:03 +00:00
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{
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2016-04-24 08:54:39 +00:00
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if (fract(PSin.t.y * hH) - 0.5 < 0.0)
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2013-07-11 17:08:42 +00:00
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discard;
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2011-11-30 21:42:41 +00:00
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// I'm not sure it impact us but be safe to lookup texture before conditional if
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// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
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2016-04-24 08:54:39 +00:00
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vec4 c = texture(TextureSampler, PSin.t);
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2011-11-21 22:36:03 +00:00
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2011-11-30 21:42:41 +00:00
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SV_Target0 = c;
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2011-11-21 22:36:03 +00:00
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}
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2011-11-30 21:42:41 +00:00
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void ps_main1()
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2011-11-21 22:36:03 +00:00
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{
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2016-04-24 08:54:39 +00:00
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if (0.5 - fract(PSin.t.y * hH) < 0.0)
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2013-07-11 17:08:42 +00:00
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discard;
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2011-11-30 21:42:41 +00:00
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// I'm not sure it impact us but be safe to lookup texture before conditional if
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// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
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2016-04-24 08:54:39 +00:00
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vec4 c = texture(TextureSampler, PSin.t);
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2011-11-21 22:36:03 +00:00
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2011-11-30 21:42:41 +00:00
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SV_Target0 = c;
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2011-11-21 22:36:03 +00:00
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}
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2011-11-30 21:42:41 +00:00
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void ps_main2()
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2011-11-21 22:36:03 +00:00
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{
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2016-04-24 08:54:39 +00:00
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vec4 c0 = texture(TextureSampler, PSin.t - ZrH);
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vec4 c1 = texture(TextureSampler, PSin.t);
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vec4 c2 = texture(TextureSampler, PSin.t + ZrH);
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2011-11-21 22:36:03 +00:00
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2013-07-12 21:12:34 +00:00
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SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
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2011-11-21 22:36:03 +00:00
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}
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2011-11-30 21:42:41 +00:00
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void ps_main3()
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2011-11-21 22:36:03 +00:00
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{
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2016-04-24 08:54:39 +00:00
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SV_Target0 = texture(TextureSampler, PSin.t);
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2011-11-21 22:36:03 +00:00
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}
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#endif
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