56ce39def8
Adds a shader to render an untransformed scene. renderGLGeometry is not used any more and replaced by generated triangles stored in a GLVertexBuffer. The GLVertexBuffer has a new attribute to decide whether a core profile compatible rendering has to be performed. Currently windows and EffectFrames can make use of the new shader. The shader contains a debug mode which colours all rendered fragments in green. It is currently enabled in scene_opengl. Rendering transformed geometries (without shader) is currently broken.
33 lines
859 B
GLSL
33 lines
859 B
GLSL
uniform sampler2D sample;
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uniform float textureWidth;
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uniform float textureHeight;
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uniform float opacity;
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uniform float brightness;
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uniform float saturation;
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uniform int debug;
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varying in vec2 varyingTexCoords;
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varying out vec4 color;
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// Converts pixel coordinates to texture coordinates
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vec2 pix2tex( vec2 pix )
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{
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return vec2( pix.s / textureWidth, pix.t / textureHeight );
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}
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void main() {
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vec4 tex = texture2D(sample, pix2tex(varyingTexCoords));
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if( saturation != 1.0 ) {
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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desaturated = vec3( dot( desaturated, tex.rgb ));
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tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
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}
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tex.rgb = tex.rgb * opacity * brightness;
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tex.a = tex.a * opacity;
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if (debug != 0) {
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tex.g += 0.5;
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}
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color = tex;
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}
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