-fixed shaders for GL2 -added Entity selection tool -throw out tools from "Demo" window to "Tools" window -change ComboBox to Tabs for Tools -Added more verbose tips -Improved and fixed BrickBreaker collisions -fixed simple DUB issue
63 lines
1.2 KiB
GLSL
63 lines
1.2 KiB
GLSL
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#ifdef GLES
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precision mediump int;
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precision mediump float;
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precision lowp sampler2D;
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precision lowp samplerCube;
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#define TEX(x,y) texture2D(x,y)
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#if __VERSION__ >290
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#define M_IN in mediump
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#define L_IN in lowp
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#else
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#define M_IN varying mediump
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#define L_IN varying lowp
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#endif
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#else
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#define TEX(x,y) texture(x,y)
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#if __VERSION__ > 320
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#define M_IN in
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#define L_IN in
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#else
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#define M_IN varying
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#define L_IN varying
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#endif
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#endif
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M_IN vec2 pos;
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M_IN float edge;
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//flat M_IN vec2 fpos;
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//M_IN vec2 uv;
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//M_IN vec4 color;
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/*
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#ifdef GLES
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#if __VERSION__ >290
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in mediump vec2 uv;
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#else
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varying mediump vec2 uv;
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#endif
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#else
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#if __VERSION__ > 320
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in vec2 uv;
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#else
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varying vec2 uv;
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#endif
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#endif*/
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//layout(binding = 0)uniform sampler2D tex;
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//uniform sampler2D tex;
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//layout(location = 0) out vec4 outColor;
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void main()
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{
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float len2 = dot(pos,pos);
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if(len2 > 1.0)discard;
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if(len2 > edge)gl_FragColor = vec4(0.4,0.8,1.0,0.8);//TEX(tex,uv) * color;
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else gl_FragColor = vec4(0,0.6,1.0,0.35);//TEX(tex,uv) * color;
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//gl_FragColor = vec4(pos,0,1);
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//if(gl_FragColor.a < 0.01)discard;
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}
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