Mercurial > touhou
comparison pytouhou/ui/shaders/eosd.py @ 462:a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 11 Sep 2013 00:36:50 +0200 |
parents | 3ce4065840e9 |
children |
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461:6af3854ed826 | 462:a71b912b45b7 |
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88 float depth = gl_FragCoord.z / gl_FragCoord.w; | 88 float depth = gl_FragCoord.z / gl_FragCoord.w; |
89 float fog_density = clamp((fog_end - depth) * fog_scale, 0.0f, 1.0f); | 89 float fog_density = clamp((fog_end - depth) * fog_scale, 0.0f, 1.0f); |
90 gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a); | 90 gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a); |
91 } | 91 } |
92 ''']) | 92 ''']) |
93 | |
94 | |
95 class PassthroughShader(Shader): | |
96 def __init__(self): | |
97 Shader.__init__(self, [''' | |
98 #version 120 | |
99 | |
100 attribute vec2 in_position; | |
101 attribute vec2 in_texcoord; | |
102 | |
103 uniform mat4 mvp; | |
104 | |
105 varying vec2 texcoord; | |
106 | |
107 void main() | |
108 { | |
109 gl_Position = mvp * vec4(in_position, 0.0, 1.0); | |
110 texcoord = in_texcoord; | |
111 } | |
112 '''], [''' | |
113 #version 120 | |
114 | |
115 varying vec2 texcoord; | |
116 | |
117 uniform sampler2D color_map; | |
118 | |
119 void main() | |
120 { | |
121 gl_FragColor = texture2D(color_map, texcoord); | |
122 } | |
123 ''']) |