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33 lines
915 B
GLSL
33 lines
915 B
GLSL
#version 450
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layout(set = 1, binding = 0) uniform sampler2D uTexture;
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layout(push_constant) uniform Push {
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vec2 tileCount;
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int alphaKey;
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} push;
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layout(location = 0) in vec4 vColor;
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layout(location = 1) in float vTile;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec2 p = gl_PointCoord;
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float tile = floor(vTile);
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float tx = mod(tile, push.tileCount.x);
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float ty = floor(tile / push.tileCount.x);
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vec2 uv = (vec2(tx, ty) + p) / push.tileCount;
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vec4 texColor = texture(uTexture, uv);
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if (push.alphaKey != 0) {
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float lum = dot(texColor.rgb, vec3(0.299, 0.587, 0.114));
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if (lum < 0.05) discard;
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}
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// Soft circular falloff for point-sprite edges.
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float edge = 1.0 - smoothstep(0.4, 0.5, length(p - 0.5));
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float alpha = texColor.a * vColor.a * edge;
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vec3 rgb = texColor.rgb * vColor.rgb * alpha;
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outColor = vec4(rgb, alpha);
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}
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