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tbd-station-14/Resources/Textures/Shaders/texture.swsl
2021-03-11 19:04:21 +01:00

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//Draws the given texture at the given screen coords. Useful in specific scenarios (i.e. this was made for drawing singularity sprites over the lensing effect but below FOV)
//Currently does not work with AtlasTextures, going to need some work.
uniform sampler2D tex;
uniform highp vec2 positionInput;
uniform highp vec2 pixelSize;
uniform highp float alphaCutoff;
uniform bool removeTransparency;
void fragment() {
highp float pixelLength = pixelSize.x*2.0;
highp float halvedLength = pixelLength/2.0;
if(FRAGCOORD.x > positionInput.x - halvedLength && FRAGCOORD.x < positionInput.x + halvedLength && FRAGCOORD.y > positionInput.y - halvedLength && FRAGCOORD.y < positionInput.y + halvedLength){
highp vec2 finalCoords = (FRAGCOORD.xy-positionInput+(pixelLength/2.0))/pixelLength;
highp vec4 color = texture2D(tex, finalCoords);
if(color.a > alphaCutoff){
if(removeTransparency)
color.a = 1.0;
COLOR = color;
}
}
}