43 lines
806 B
GLSL
43 lines
806 B
GLSL
uniform vec2 Scroll;
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uniform vec2 r1,r2; // matrix elements
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varying vec4 TexCoord;
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varying vec4 ChannelMask;
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varying vec4 DepthMask;
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vec4 DecodeChannelMask(float x)
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{
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float y = abs(x);
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if (y > 0.7)
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return vec4(0,0,0,1);
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if (y > 0.5)
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return vec4(0,0,1,0);
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if (y > 0.3)
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return vec4(0,1,0,0);
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else
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return vec4(1,0,0,0);
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}
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vec4 DecodeDepthChannelMask(float x)
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{
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if (x > 0.0)
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return vec4(0,0,0,0);
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if (x < -0.7)
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return vec4(1,0,0,0);
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if (x < -0.5)
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return vec4(0,0,0,1);
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if (x < -0.3)
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return vec4(0,0,1,0);
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else
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return vec4(0,1,0,0);
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}
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void main()
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{
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vec2 p = (gl_Vertex.xy - Scroll.xy) * r1 + r2;
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gl_Position = vec4(p.x,p.y,0,1);
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TexCoord = gl_MultiTexCoord0;
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ChannelMask = DecodeChannelMask(gl_MultiTexCoord0.w);
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DepthMask = DecodeDepthChannelMask(gl_MultiTexCoord0.w);
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}
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