//Copyright 2010 JogAmp Community. All rights reserved. #ifdef GL_ES precision lowp float; precision lowp int; #endif uniform mat4 gcu_PMVMatrix[3]; // P, Mv, and Mvi uniform vec3 gcu_ColorStatic; uniform float gcu_Alpha; varying vec2 gcv_TexCoord; const vec3 b_color = vec3(1.0, 1.0, 1.0); void main (void) { vec2 rtex = vec2(abs(gcv_TexCoord.x),abs(gcv_TexCoord.y)); vec3 c = gcu_ColorStatic; 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)) { vec2 dtx = dFdx(rtex); vec2 dty = dFdy(rtex); rtex.y -= 0.1; if(rtex.y < 0.0) { rtex.y = 0.0; } 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 d = position/(length(f)); float a = (0.5 - d * sign(gcv_TexCoord.y)); if (a >= 1.0) { alpha = gcu_Alpha; } else if (a <= 0.0) { alpha=0.0; } else { alpha = gcu_Alpha * a; } } gl_FragColor = vec4(c, alpha); }