1cad087969
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
73 lines
1.3 KiB
GLSL
73 lines
1.3 KiB
GLSL
[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform highp mat4 projection_matrix;
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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attribute highp vec3 vertex; // attrib:0
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attribute vec4 color_attrib; // attrib:3
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attribute highp vec2 uv_attrib; // attrib:4
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varying vec2 uv_interp;
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varying vec4 color_interp;
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//uniform bool snap_pixels;
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void main() {
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color_interp = color_attrib;
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uv_interp = uv_attrib;
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highp vec4 outvec = vec4(vertex, 1.0);
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outvec = extra_matrix * outvec;
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outvec = modelview_matrix * outvec;
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#ifdef USE_PIXEL_SNAP
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outvec.xy=floor(outvec.xy+0.5);
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#endif
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gl_Position = projection_matrix * outvec;
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}
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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// texunit:0
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uniform sampler2D texture;
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varying vec2 uv_interp;
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varying vec4 color_interp;
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#ifdef MOMO
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#endif
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void main() {
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vec4 color = color_interp;
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color *= texture2D( texture, uv_interp );
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#ifdef DEBUG_ENCODED_32
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highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
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color = vec4(vec3(enc32),1.0);
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#endif
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// color.rgb*=color.a;
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gl_FragColor = color;
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}
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