bubel-ecs/demos/assets/shaders/circle.fp
Mergul e76c5ccdb2 Huge demos update
-moved C stdlib function definitions to ecs_utils.utils
-added function to calculate mix(linear interpolation) and rsqrt(fast inverse sqrt)
-added some math to vec2 (length, normalize...)
-improved renderer with possibility to use multiple materials (one per block, not perfect solution for parallel compute, but works with some requirements)
-added blending support for material (opaque, additive, mixed)
-added Android support
-added gprahical representation for mouse tools (tool_circle.d)
-added initial support for editing template components variables
-better Component and Templates listing
-added possibility to add/removes components using mouse
-move CLocation to game_core.basic and reuse in every test
-moved tools code from demos to App (now code is fully separated from demos!)
-some improvement and fixes in Snake demo, with additional systems to handle adding and removing entities
-added new demo: Particles. By now demo has several particles to spawn and support for attractors and vortexes (calculation is made as every attractor with every entity)
-fixed bug with window hover and tools
-improved tool behaviour
-added new material
-now window is always opened as maximized windowed mode
-some minor fixes and improvements
2020-06-06 22:46:29 +02:00

64 lines
1.2 KiB
GLSL

precision mediump int;
precision mediump float;
precision lowp sampler2D;
precision lowp samplerCube;
#ifdef GLES
#define TEX(x,y) texture2D(x,y)
#if __VERSION__ >290
#define M_IN in mediump
#define L_IN in lowp
#else
#define M_IN varying mediump
#define L_IN varying lowp
#endif
#else
#define TEX(x,y) texture(x,y)
#if __VERSION__ > 320
#define M_IN in
#define L_IN in
#else
#define M_IN varying
#define L_IN varying
#endif
#endif
M_IN vec2 pos;
M_IN float edge;
//flat M_IN vec2 fpos;
//M_IN vec2 uv;
//M_IN vec4 color;
/*
#ifdef GLES
#if __VERSION__ >290
in mediump vec2 uv;
#else
varying mediump vec2 uv;
#endif
#else
#if __VERSION__ > 320
in vec2 uv;
#else
varying vec2 uv;
#endif
#endif*/
//layout(binding = 0)uniform sampler2D tex;
//uniform sampler2D tex;
//layout(location = 0) out vec4 outColor;
void main()
{
float len2 = dot(pos,pos);
if(len2 > 1.0)discard;
if(len2 > edge)gl_FragColor = vec4(0.4,0.8,1.0,0.8);//TEX(tex,uv) * color;
else gl_FragColor = vec4(0,0.6,1.0,0.35);//TEX(tex,uv) * color;
//gl_FragColor = vec4(pos,0,1);
//if(gl_FragColor.a < 0.01)discard;
}