Mercurial > touhou
comparison pytouhou/ui/opengl/shaders/eosd.py @ 559:1be60813f7cb
Get OpenGL ES 2.0 to work thanks to libepoxy. PCB textures will need swizzle in the shaders since BGRA isn’t natively supported on GLES.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 30 May 2014 16:40:36 +0200 |
parents | 0f2af7552462 |
children | aca9551ee8b4 |
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558:94725968dabb | 559:1be60813f7cb |
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76 | 76 |
77 void main() | 77 void main() |
78 { | 78 { |
79 vec4 temp_color = texture2D(color_map, texcoord) * color; | 79 vec4 temp_color = texture2D(color_map, texcoord) * color; |
80 float depth = gl_FragCoord.z / gl_FragCoord.w; | 80 float depth = gl_FragCoord.z / gl_FragCoord.w; |
81 float fog_density = clamp((fog_end - depth) * fog_scale, 0.0f, 1.0f); | 81 float fog_density = clamp((fog_end - depth) * fog_scale, 0.0, 1.0); |
82 gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a); | 82 gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a); |
83 } | 83 } |
84 ''']) | 84 ''']) |
85 | 85 |
86 | 86 |