Mindustry/core/assets/shaders/unitbuild.fragment
2019-02-26 15:13:05 -05:00

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#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;
#define SPACE 1.3
#define RADIUS 2.0
bool cont(vec2 t, vec2 v){
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;
}
void main() {
vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv);
vec2 t = v_texCoord.xy;
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
vec4 c = texture2D(u_texture, v_texCoord.xy);
bool outl = cont(t, v);
if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress && !outl){
c = vec4(0.0);
}
if(c.a > 0.01){
float f = abs(sin(coords.x*2.0 + u_time));
if(f > 0.9 || outl)
f = 1.0;
else
f = 0.0;
c = mix(c, u_color, f * u_color.a);
}
gl_FragColor = c * v_color;
}