25 lines
524 B
Plaintext
25 lines
524 B
Plaintext
varying vec2 uv;
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varying float depth;
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uniform vec4 stip_color;
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void main() {
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vec4 color = gl_Color;
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if(uv.x > 0.98)
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color.a *= (1.0 - (uv.x - 0.98)/0.02);
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else
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color.a *= pow(uv.x,(10000.0 / depth));
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color.a *= 0.6;
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if(stip_color.a != 0.0 && uv.x < 0.8) {
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float pos = mod(uv.y, 500.0) / 500.0;
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float alph = pow(uv.x,(10000.0 / depth)) * 1.5;
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if(pos > 0.5 && pos < 0.7)
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color = stip_color * vec4(1.0, 1.0, 1.0, alph);
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}
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if(color.a < 0.01)
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discard;
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gl_FragColor = color;
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}
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