Mindustry/core/assets/shaders/unitbuild.fragment

56 lines
1.2 KiB
Plaintext
Raw Normal View History

2018-03-26 03:47:01 +07:00
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
uniform float u_time;
uniform float u_progress;
uniform vec4 u_color;
uniform vec2 u_uv;
uniform vec2 u_uv2;
uniform vec2 u_texsize;
varying vec4 v_color;
varying vec2 v_texCoord;
2019-02-27 03:13:05 +07:00
#define SPACE 1.3
#define RADIUS 2.0
2018-03-26 03:47:01 +07:00
2019-02-27 01:11:49 +07:00
bool cont(vec2 t, vec2 v){
2019-02-22 02:08:42 +07:00
2019-02-27 01:11:49 +07:00
for(float cx = -RADIUS; cx <= RADIUS; cx ++){
for(float cy = -RADIUS; cy <= RADIUS; cy ++){
if(cx*cx + cy*cy <= RADIUS * RADIUS && texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * SPACE).a <= 0.001){
return true;
}
}
}
return false;
2019-02-22 02:08:42 +07:00
}
2018-03-26 03:47:01 +07:00
void main() {
vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv);
vec2 t = v_texCoord.xy;
2019-02-22 02:08:42 +07:00
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
2018-03-26 03:47:01 +07:00
vec4 c = texture2D(u_texture, v_texCoord.xy);
2019-02-22 02:08:42 +07:00
bool outl = cont(t, v);
if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress && !outl){
2018-03-26 03:47:01 +07:00
c = vec4(0.0);
}
2018-11-15 22:01:03 +07:00
if(c.a > 0.01){
2018-03-26 03:47:01 +07:00
float f = abs(sin(coords.x*2.0 + u_time));
2019-02-22 02:08:42 +07:00
if(f > 0.9 || outl)
2018-03-26 03:47:01 +07:00
f = 1.0;
else
f = 0.0;
2018-03-26 10:49:40 +07:00
c = mix(c, u_color, f * u_color.a);
2018-03-26 03:47:01 +07:00
}
gl_FragColor = c * v_color;
}