revert shader

This commit is contained in:
Konstantin Käfer
2014-02-21 10:41:22 +01:00
parent 49f9439b07
commit a9198570ea
2 changed files with 5 additions and 6 deletions

View File

@@ -10,13 +10,12 @@ uniform float inbounds;
uniform vec4 color;
void main() {
// vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5;
vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5;
// float inbounds = step(0.0, pos.x) * step(0.0, pos.y) *
// (1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y));
float inbounds = step(0.0, pos.x) * step(0.0, pos.y) *
(1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y));
// vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds;
vec4 color = vec4(gl_PointCoord.s, gl_PointCoord.t, 0, 1);
vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds;
gl_FragColor = color;
}

View File

@@ -26,6 +26,6 @@ const shader_source llmr::shaders[SHADER_COUNT] = {
},
{
"attribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform float u_size;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n gl_PointSize = u_size;\n}\n",
"#define root2 1.4142135623730951\n\nuniform sampler2D u_image;\nuniform vec2 u_tl;\nuniform vec2 u_br;\nuniform vec4 u_color;\n\nuniform vec2 pos;\nuniform float inbounds;\nuniform vec4 color;\n\nvoid main() {\n // vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5;\n\n // float inbounds = step(0.0, pos.x) * step(0.0, pos.y) *\n // (1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y));\n\n // vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds;\n vec4 color = vec4(gl_PointCoord.s, gl_PointCoord.t, 0, 1);\n\n gl_FragColor = color;\n}\n",
"#define root2 1.4142135623730951\n\nuniform sampler2D u_image;\nuniform vec2 u_tl;\nuniform vec2 u_br;\nuniform vec4 u_color;\n\nuniform vec2 pos;\nuniform float inbounds;\nuniform vec4 color;\n\nvoid main() {\n vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5;\n\n float inbounds = step(0.0, pos.x) * step(0.0, pos.y) *\n (1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y));\n\n vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds;\n\n gl_FragColor = color;\n}\n",
}
};