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LEFTONE/core/loshader/bullet.fshader

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in vec2 v_aa;
in float v_bullet_id;
in vec2 v_uv;
in vec2 v_size;
in float v_time;
in vec4 v_color;
out vec4 o_color;
float dot(in vec2 p, in vec2 q) {
return p.x*q.y - p.y*q.x;
}
vec4 light(void) {
vec4 color = v_color;
color.a *= 1.-pow(length(v_uv), 1.5);
return color;
}
vec4 square(void) {
vec4 color = v_color;
float t = 1.-v_time;
vec2 uv = abs(v_uv);
color.a *= max(step(t-v_aa.x, uv.x), step(t-v_aa.y, uv.y));
return color;
}
vec4 triangle(void) {
const vec2 disp = vec2(-1./12., 0.);
float t = 1. - v_time;
vec2 v1 = vec2( 1., 0.)*t + disp*v_time;
vec2 v2 = vec2(-1., -1.)*t + disp*v_time;
vec2 v3 = vec2(-1., 1.)*t + disp*v_time;
float b1 = dot(v_uv-v2, v1-v2);
float b2 = dot(v_uv-v3, v2-v3);
float b3 = dot(v_uv-v1, v3-v1);
vec4 color = v_color;
color.a *= b1*b2 > 0. && b2*b3 > 0.? 0.: 1.;
return color;
}
void main(void) {
o_color =
v_bullet_id == 0.? light():
v_bullet_id == 1.? square():
v_bullet_id == 2.? triangle():
vec4(0.);
}