//#version 420 // Keep it for editor detection struct vertex_basic { vec4 p; vec2 t; }; #if !pGL_ES && __VERSION__ > 140 in SHADER { vec4 p; vec2 t; } PSin; #define PSin_p (PSin.p) #define PSin_t (PSin.t) #else #ifdef DISABLE_SSO in vec4 SHADERp; in vec2 SHADERt; #else layout(location = 0) in vec4 SHADERp; layout(location = 1) in vec2 SHADERt; #endif #define PSin_p SHADERp #define PSin_t SHADERt #endif #ifdef FRAGMENT_SHADER layout(location = 0) out vec4 SV_Target0; #ifdef DISABLE_GL42 layout(std140) uniform cb11 #else layout(std140, binding = 11) uniform cb11 #endif { vec2 ZrH; float hH; }; #ifdef ENABLE_BINDLESS_TEX layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler; #else #ifdef DISABLE_GL42 uniform sampler2D TextureSampler; #else layout(binding = 0) uniform sampler2D TextureSampler; #endif #endif // TODO ensure that clip (discard) is < 0 and not <= 0 ??? void ps_main0() { if (fract(PSin_t.y * hH) - 0.5 < 0.0) discard; // I'm not sure it impact us but be safe to lookup texture before conditional if // see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control vec4 c = texture(TextureSampler, PSin_t); SV_Target0 = c; } void ps_main1() { if (0.5 - fract(PSin_t.y * hH) < 0.0) discard; // I'm not sure it impact us but be safe to lookup texture before conditional if // see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control vec4 c = texture(TextureSampler, PSin_t); SV_Target0 = c; } void ps_main2() { vec4 c0 = texture(TextureSampler, PSin_t - ZrH); vec4 c1 = texture(TextureSampler, PSin_t); vec4 c2 = texture(TextureSampler, PSin_t + ZrH); SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f; } void ps_main3() { SV_Target0 = texture(TextureSampler, PSin_t); } #endif