diff options
author | Lipu Fei <lipu.fei815@gmail.com> | 2017-06-16 12:47:14 +0300 |
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committer | Lipu Fei <lipu.fei815@gmail.com> | 2017-06-16 12:48:11 +0300 |
commit | 90436c3b6947234fb60c0d798f42d93c6f883f33 (patch) | |
tree | c77232b1313eaaa4d5be7bf7aac894001f1017a9 /plugins/XRayView | |
parent | ade9c296aed047ae0cdfe9b0b619641baf8e7eff (diff) |
Revert "Removed unneeded shader duplication."
USL-32
This breaks the OpenGL shaders on Windows and Mac.
Diffstat (limited to 'plugins/XRayView')
-rw-r--r-- | plugins/XRayView/xray_composite.shader | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/plugins/XRayView/xray_composite.shader b/plugins/XRayView/xray_composite.shader index e7a38950bf..82dca52cf9 100644 --- a/plugins/XRayView/xray_composite.shader +++ b/plugins/XRayView/xray_composite.shader @@ -67,6 +67,77 @@ fragment = } } +vertex41core = + #version 410 + uniform highp mat4 u_modelViewProjectionMatrix; + in highp vec4 a_vertex; + in highp vec2 a_uvs; + + out highp vec2 v_uvs; + + void main() + { + gl_Position = u_modelViewProjectionMatrix * a_vertex; + v_uvs = a_uvs; + } + +fragment41core = + #version 410 + uniform sampler2D u_layer0; + uniform sampler2D u_layer1; + uniform sampler2D u_layer2; + + uniform vec2 u_offset[9]; + + uniform float u_outline_strength; + uniform vec4 u_outline_color; + uniform vec4 u_error_color; + uniform vec4 u_background_color; + + const vec3 x_axis = vec3(1.0, 0.0, 0.0); + const vec3 y_axis = vec3(0.0, 1.0, 0.0); + const vec3 z_axis = vec3(0.0, 0.0, 1.0); + + in vec2 v_uvs; + out vec4 frag_color; + + float kernel[9]; + + void main() + { + kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; + kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0; + kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0; + + vec4 result = u_background_color; + vec4 layer0 = texture(u_layer0, v_uvs); + + result = layer0 * layer0.a + result * (1.0 - layer0.a); + + float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0; + if(mod(intersection_count, 2.0) == 1.0) + { + result = u_error_color; + } + + vec4 sum = vec4(0.0); + for (int i = 0; i < 9; i++) + { + vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a); + sum += color * (kernel[i] / u_outline_strength); + } + + vec4 layer1 = texture(u_layer1, v_uvs); + if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis)) + { + frag_color = result; + } + else + { + frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a)); + } + } + [defaults] u_layer0 = 0 u_layer1 = 1 |