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return {
definitions = {
Spring.GetConfigInt("HighResInfoTexture") and "#define HIGH_QUALITY" or "",
},
vertex = [[#version 130
varying vec2 texCoord;
void main() {
texCoord = gl_MultiTexCoord0.st;
gl_Position = vec4(gl_Vertex.xyz, 1.0);
}
]],
fragment = [[#version 130
#ifdef HIGH_QUALITY
#extension GL_ARB_texture_query_lod : enable
#endif
uniform sampler2D tex0;
varying vec2 texCoord;
#ifdef HIGH_QUALITY
//! source: http://www.iquilezles.org/www/articles/texture/texture.htm
vec4 getTexel(sampler2D tex, vec2 p)
{
int lod = int(textureQueryLOD(tex, p).x);
vec2 texSize = vec2(textureSize(tex, lod));
p = p * texSize + 0.5;
vec2 i = floor(p);
vec2 f = p - i;
vec2 ff = f*f;
f = ff * f * ((ff * 6.0 - f * 15.0) + 10.0);
p = i + f;
p = (p - 0.5) / texSize;
return texture2D(tex, p);
}
#else
#define getTexel texture2D
#endif
void main() {
gl_FragColor = getTexel(tex0, texCoord);
gl_FragColor.a = 0.3;
}
]],
uniformInt = {
tex0 = 0,
},
textures = {
[0] = "$info:height",
},
}
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