stk-code_catmod/data/shaders/penumbrah.frag
2014-01-19 19:31:00 +01:00

55 lines
1.1 KiB
GLSL

#version 130
uniform sampler2D tex;
uniform vec2 pixel;
out vec4 FragColor;
// Separated penumbra, horizontal
void main()
{
float sum = 0.0;
vec4 tmp;
float X = gl_TexCoord[0].x;
float Y = gl_TexCoord[0].y;
float width = 0.0;
float zsum = 0.00001;
tmp = texture(tex, vec2(X - 5.13333 * pixel.x, Y));
sum += tmp.x * 0.00640869;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X - 3.26667 * pixel.x, Y));
sum += tmp.x * 0.083313;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X - 1.4 * pixel.x, Y));
sum += tmp.x * 0.305481;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X, Y));
sum += tmp.x * 0.209473;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X + 1.4 * pixel.x, Y));
sum += tmp.x * 0.305481;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X + 3.26667 * pixel.x, Y));
sum += tmp.x * 0.083313;
zsum += tmp.z;
width += tmp.y;
tmp = texture(tex, vec2(X + 5.13333 * pixel.x, Y));
sum += tmp.x * 0.00640869;
zsum += tmp.z;
width += tmp.y;
float hasz = step(0.7, zsum);
FragColor = vec4(sum, (width / zsum) * hasz, hasz, 1.0);
}