//#version 420 // Keep it for editor detection #ifdef FRAGMENT_SHADER in vec4 PSin_p; in vec2 PSin_t; in vec4 PSin_c; uniform vec2 ZrH; uniform float hH; layout(location = 0) out vec4 SV_Target0; // 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