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- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect MyTex;
- uniform float dZ, ShadeL, ShadeR, sizeX, sizeY;
- void main (void)
- {
- vec2 pos_out;
- pos_out.x=-1.+(2.*gl_TexCoord[0].s)/sizeX;
- pos_out.y=-1.+(2.*gl_TexCoord[0].t)/sizeY;
- pos_out.y *= sqrt(pos_out.x*pos_out.x+dZ*dZ)/dZ;
- pos_out.x = sizeX*(pos_out.x+1.)/2.;
- pos_out.y = sizeY*(pos_out.y+1.)/2.;
- vec4 color = texture2DRect(MyTex, pos_out);
- color.a *= mix(0.,1.,gl_TexCoord[0].s/ShadeL);
- gl_FragColor = color;
- }
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