24 lines
941 B
Plaintext
24 lines
941 B
Plaintext
|
|
//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;
|
|
}
|
|
}
|
|
}
|