50 lines
1.0 KiB
GLSL
50 lines
1.0 KiB
GLSL
uniform vec3 Scroll;
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uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec4 vColorFraction;
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vec4 DecodeChannelMask(float x)
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{
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if (x > 0.7)
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return vec4(0,0,0,1);
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if (x > 0.5)
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return vec4(0,0,1,0);
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if (x > 0.3)
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return vec4(0,1,0,0);
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if (x > 0.0)
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return vec4(1,0,0,0);
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return vec4(0, 0, 0, 0);
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}
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vec4 DecodeColorFraction(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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else
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return vec4(1, 1, 1, 1);
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}
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void main()
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{
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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vTexCoord = aVertexTexCoord;
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vTexMetadata = aVertexTexMetadata;
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vChannelMask = DecodeChannelMask(abs(aVertexTexMetadata.t));
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vColorFraction = DecodeColorFraction(abs(aVertexTexMetadata.t));
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if (aVertexTexMetadata.t < 0.0)
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{
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float x = -aVertexTexMetadata.t * 10.0;
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vDepthMask = DecodeChannelMask(x - floor(x));
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}
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else
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vDepthMask = vec4(0,0,0,0);
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}
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