Mindustry/core/assets/shaders/build.fragment

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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;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
bool id(vec4 v){
return v.a > 0.1;
}
void main() {
vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv);
vec2 t = v_texCoord.xy;
vec4 c = texture2D(u_texture, v_texCoord.xy);
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
float step = 1.0;
bool outline = texture2D(u_texture, t).a < 0.1 &&
(id(texture2D(u_texture, t + vec2(0, step) * v)) || id(texture2D(u_texture, t + vec2(0, -step) * v)) ||
id(texture2D(u_texture, t + vec2(step, 0) * v)) || id(texture2D(u_texture, t + vec2(-step, 0) * v)));
if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
c = vec4(0.0);
}
if(c.a > 0.01 || outline){
float f = abs(sin(coords.x*2.0 + u_time));
if(f > 0.9 || (f > 0.7 && rand(t) > 0.6))
f = 1.0;
else
f = 0.0;
c = mix(c, u_color, f);
}
gl_FragColor = c * v_color;
}