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//Copyright 2010 JogAmp Community. All rights reserved.
#include uniforms.glsl
#include varyings.glsl
const vec3 b_color = vec3(1.0, 1.0, 1.0);
const vec4 tex_weights = vec4(0.075, 0.06, 0.045, 0.025);
void main (void)
{
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)) {
vec2 dtx = dFdx(rtex);
vec2 dty = dFdy(rtex);
rtex.y -= 0.1;
if(rtex.y < 0.0) {
/** discard freezes NV tegra2 compiler (TODO: dbl check)
if(gcv_TexCoord.y < 0.0) {
discard;
} else {
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) {
// discard; // freezes NV tegra2 compiler (TODO: dbl check)
alpha = 0.0;
} else {
alpha = gcu_Alpha * a;
// ?? mix(b_color,gcu_ColorStatic.rgb, a);
}
}
gl_FragColor = vec4(c, alpha);
}
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