//Copyright 2010 JogAmp Community. All rights reserved. // // 1-pass shader w/o weight // #if __VERSION__ >= 130 #define varying in out vec4 mgl_FragColor; #else #define mgl_FragColor gl_FragColor #endif #include uniforms.glsl #include varyings.glsl void main (void) { // CDTriangulator2D.extractBoundaryTriangles(..): // 0 > gcv_TexCoord.y : hole or holeLike // 0 < gcv_TexCoord.y : !hole (outer) // // 0 == gcv_TexCoord.x : vertex-0 of triangle // 0.5 == gcv_TexCoord.x : vertex-1 of triangle // 1 == gcv_TexCoord.x : vertex-2 of triangle // vec2 rtex = vec2(abs(gcv_TexCoord.x),abs(gcv_TexCoord.y)); vec3 c = gcu_ColorStatic.rgb; float alpha = 0.0; if((gcv_TexCoord.x == 0.0) && (gcv_TexCoord.y == 0.0)) { alpha = gcu_Alpha; } else if ((gcv_TexCoord.x > 0.0) && (rtex.y > 0.0 || rtex.x == 1.0)) { rtex.y -= 0.1; if(rtex.y < 0.0 && gcv_TexCoord.y < 0.0) { // discard; // freezes NV tegra2 compiler alpha = 0.0; } else { rtex.y = max(rtex.y, 0.0); vec2 dtx = dFdx(rtex); vec2 dty = dFdy(rtex); vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x)); float position = rtex.y - (rtex.x * (1.0 - rtex.x)); float a = clamp(0.5 - ( position/length(f) ) * sign(gcv_TexCoord.y), 0.0, 1.0); alpha = gcu_Alpha * a; } } mgl_FragColor = vec4(c, alpha); }