bubel-ecs/demos/assets/shaders/circle.fp
Mergul 56f870bac6 -updated README.md
-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
2021-03-01 12:16:02 +01:00

63 lines
1.2 KiB
GLSL

#ifdef GLES
precision mediump int;
precision mediump float;
precision lowp sampler2D;
precision lowp samplerCube;
#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;
}