godot/drivers/gles2/shaders/copy.glsl
karroffel eac4c984df add GLES 2 renderer for 2D
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.

Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
2018-03-01 15:12:30 +01:00

73 lines
1.1 KiB
GLSL

[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
attribute vec2 uv_in; // attrib:4
attribute vec2 uv2_in; // attrib:5
varying vec2 uv_interp;
varying vec2 uv2_interp;
#ifdef USE_COPY_SECTION
uniform vec4 copy_section;
#endif
void main() {
uv_interp = uv_in;
uv2_interp = uv2_in;
gl_Position = vertex_attrib;
#ifdef USE_COPY_SECTION
uv_interp = copy_section.xy + uv_interp * copy_section.zw;
gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
#endif
}
[fragment]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
varying vec2 uv_interp;
uniform sampler2D source; // texunit:0
varying vec2 uv2_interp;
#ifdef USE_CUSTOM_ALPHA
uniform float custom_alpha;
#endif
void main() {
//vec4 color = color_interp;
vec4 color = texture2D( source, uv_interp );
#ifdef USE_NO_ALPHA
color.a=1.0;
#endif
#ifdef USE_CUSTOM_ALPHA
color.a=custom_alpha;
#endif
gl_FragColor = color;
}